Sonic Mania: Complete Edition

Sonic Mania: Complete Edition is intended to be the complete experience of Sonic Mania with additional playable characters, zones, and more. The base game will be added onto via two DLC packs, Plus DLC and Super DLC, as well as the free Big Update.
==Big Update Alterations==
*Sonic's unlockable moves (the Insta-Shield and Super Peel-Out) no longer replace the Drop Dash and are able to be enabled individually, allowing Sonic access to the Drop Dash, Insta-Shield, and Super Peel-Out simultaneously.
**The Insta-Shield is performed by pressing the Action Button after jumping. Continuing to hold the Action Button after the Insta-Shield is finished will also activate the Drop Dash.
*All zones now have proper transitions from one to the other.
*Metal Sonic's boss fight at the end of Stardust Speedway, Act 2 and the final boss fight in Egg Reverie Zone have both been reworked.
*Oil Ocean's level design has been tweaked to allow for explosive tanks that open up new routes through the zone if you can keep a Fire Shield.
*Achievements have been added to the Nintendo Switch version of the game.
*Achievements are now viewable from the Extras menu. If the player has not yet earned an achievement, they will be given tips on how to do so.
==Plus DLC Additions==
*Two new playable characters, Mighty the Armadillo and Ray the Flying Squirrel.
*Three new zones, Angel Island Zone, Sapphire Ocean Zone, and Mecha Green Hill Zone.
**These zones can be added into the level roster by selecting the "DLC Zones" option for individual save files in Mania and Encore Mode.
**Angel Island Zone takes place at the beginning of the game, before Green Hill Zone.
**Sapphire Ocean Zone takes place between Green Hill Zone and Chemical Plant Zone.
**Mecha Green Hill Zone takes place between Press Garden Zone and Stardust Speedway Zone.
*A new pinball bonus stage, with three possible tables.
*Encore Mode, an alternative single-player campaign. It changes up quite a few things.
**All stages have an alternative color palette.
**The stages' level design and item and enemy placement have been altered to increase difficulty.
**The lives system has been replaced with a roster of obtainable playable characters. Switch the lead with your partner to have access to their abilities and build up your reserves with rescued allies.
**Bosses are more challenging.
**Giant Rings leading to the Special Stages have had their locations changed, and the Special Stages themselves are much more difficult.
**If the player gathers all seven Chaos Emeralds, a new final phase to the Egg Reverie final boss is added.
*Unlimited Lives, a new option in Mania Mode. Selecting this will remove the lives limit on the player and replace all 1-Up pickups with 10-Ring pickups.
*Enhanced Co-op, a new option that smooths out the second-player experience during Mania or Encore Mode. Player Two is now able to keep a consistent eye on their character, using either a second or split screen.
*The maximum number of players that can participate in Competition Mode has increased from two to four.
*In Time Attack Mode, the player can now save, review, and race against one ghost per act.
*Special Stages can now be replayed from the Extras Menu.
*Additional achievements relating to new content.
*Costs $6.99 USD.
==Super DLC Additions==
*Two new playable characters, Amy Rose and Metal Sonic.
*Two new zones, Newtrogic High Zone and Warp Station Zone.
**Newtrogic High Zone takes place between Stardust Speedway Zone and Hydrocity Zone.
**Warp Station Zone takes place between Lava Reef Zone and Metallic Madness Zone.
*Three new tables for the pinball bonus stage. This can combine with the tables from Plus DLC for a total of six possible tables.
*The new Tag-Team option in Mania Mode. When first selecting characters for a save file, select "Tag-Team" to pick any combination of two characters. You'll then have access to both characters throughout the game, able to switch between them at any time.
*Hard Difficulty, a new option for a real challenge in both Mania and Encore Modes. Hard Difficulty severely limits the number of Rings and Star Posts present, replaces most Monitor Boxes with Robotnik Monitors, and limits extra Lives and Continues to those earned in Special Stages.
*Boss Gauntlet Zone, a new boss rush available from Time Attack Mode.
*Pinball bonus stages can now be replayed from the Extras Menu.
*Additional achievements relating to new content.
*Costs $6.99 USD.
==Complete DLC Additions==
Plus and Super DLC, all in one convenient package. Those that purchased the two separately also have access to these goodies.
*One new zone, Celebration Zone.
**Celebration Zone takes place after Titanic Monarch Zone or Egg Reverie Zone, replacing it as the final zone.
*The addition of the Art Gallery in the Extras Menu. Use your hard-earned Rings to unlock various pieces of Sonic Mania-related artwork, ranging from concept sketches to high-definition final renders.
*Additional achievements relating to new content.
*Costs $13.98 USD.
==Characters==
Character Name 	Description	Moves
Sonic the Hedgehog 	The legendary Fastest Thing Alive. Sonic has the highest top speed in the game, and players with knowledge of the layout of each stage can use him to quickly traverse the landscape.
Tag-Team combinations
*Unbreakable Bond with Tails
*Fighting Rivals with Knuckles
*Supersonic Boom with Mighty
*Acrobatic Antics with Ray
*Lovely Couple with Amy
*Strange, Isn't It? with Metal Sonic	
Miles "Tails" Prower	Sonic's eternally-loyal sidekick. Sonic may dominate the land, but Tails is the undisputed ruler of the skies, spinning his twin tails like helicopter blades for precision flying. There are many caches of goodies only Tails has access to.
Tag-Team combinations
*Unbreakable Bond with Sonic
*Raging Typhoon with Knuckles
*Airdrop Delivery with Mighty
*High-Flying Duo with Ray
*Sonic Fan-Club with Amy
*The Machinists with Metal Sonic	
Knuckles the Echidna	Guardian of Angel Island and the Master Emerald, shanghaied into the plot when the Hard Boiled Heavies invade Angel Island looking for the Phantom Ruby. Knuckles is strong and maneuverable, able to climb walls, glide, and bust through barriers nobody else can to access unique routes. He does jump slightly lower than everyone else, though.
Tag-Team combinations
*Fighting Rivals with Sonic
*Raging Typhoon with Tails
*Chaotix Crew with Mighty
*Rough & Tumble with Ray
*Boisterous Bruisers with Amy
*Percussive Maintenance with Metal Sonic	
Mighty the Armadillo
(Plus DLC)	A wayward traveler roaming the earth in search of aesthetic beauty. Mighty's shell gives him protection whenever he's curled up into a ball, allowing him to deflect most projectiles and survive initial contact with spikes unscathed. Mighty also has his unique Hammer Drop ability, which slams him immediately down into the ground with tremendous force, damaging nearby enemies and breaking through barriers in the floor 
Tag-Team combinations
*Supersonic Boom with Sonic
*Airdrop Delivery with Tails
*The Chaotix Crew with Knuckles
*Oldest Friends with Ray
*Maximum Impact with Amy
*Armored Allies with Metal Sonic	
Ray the Flying Squirrel
(Plus DLC)	Tag-Team combinations
*Acrobatic Antics with Sonic
*High-Flying Duo with Tails
*Rough & Tumble with Knuckles
*Oldest Friends with Mighty
*Screwball Special with Amy
*Plotting Parabolas with Metal Sonic	
Amy Rose
(Super DLC)	Tag-Team combinations
*Lovely Couple with Sonic
*Sonic Fan-Club with Tails
*Boisterous Bruisers with Knuckles
*Maximum Impact with Mighty
*Screwball Special with Ray
*Rose With Thorns with Metal Sonic	
Metal Sonic
(Super DLC)	Tag-Team combinations
*Strange, Isn't It? with Sonic
*The Machinists with Tails
*Percussive Maintenance with Knuckles
*Armored Allies with Mighty
*Plotting Parabolas with Ray
*Rose With Thorns with Amy	
==Zones==
Sonic Mania's zones are accessed in the following order. Zones added via DLC will only be present in Mania and Encore Modes if an individual save file has the "Include DLC Zones" option selected, unless otherwise noted.
Zone Name 	Description & Enemies
Angel Island Zone 
(Plus DLC; Mandatory in Encore Mode)	
* RhinoBot
*Monkey Dude
*Bloominator
*Sweeper
Green Hill Zone 	
* Motobug
*Buzzbomber
*Chomper
*Crabmeat
*Newtron
*Batbrain
Sapphire Ocean Zone
(Plus DLC)	
* Mosqui
*Lurchin'
*Big Maw
*Drip
*Crystalynx
Chemical Plant Zone 	
* Spiny
*Grabber
*Caterkiller Jr.
Studiopolis Zone 	
* Mic Drop
*Shutterbug
*Tubinaut
*Wall Crawl
Flying Battery Zone 	
* Technosqueek
* Blaster
* Clucker
Press Garden Zone 	
*Juggle Saw
*Dragonfly
*Splats
*IceBomba
*Woodrow
Stardust Speedway Zone	
Mecha Green Hill Zone
(Plus DLC)	
* Spring Motobug
* Flame Buzzbomber
* Mushmeanie
* River Serpent
* Humming Ghost
* Rave Berry
Hydrocity Zone 	
Mirage Saloon Zone 	
Newtrogic High Zone
(Super DLC)	
Oil Ocean Zone 	
Lava Reef Zone 	
Metallic Madness Zone 	
Warp Station Zone
(Super DLC)	
Titanic Monarch Zone 	
Egg Reverie Zone 	
Celebration Zone
(Complete DLC; Unlock by clearing Egg Reverie Zone)	
*Angel Island Zone - Sonic and the gang return to Angel Island to investigate mysterious energy waves. Brave swinging ropes and tumbling log flumes to reach the artifact creating the disturbance. In Encore Mode, the player must choose either Mighty or Ray to accompany them on their journey at the end of the act. The rejected character is revealed to be a duplicitous Heavy Magician, in possession of the Phantom Ruby and using it to revive the Heavy King. Angel Island Zone has one act and no boss. Enemies include:
**RhinoBot - Patrol a small area. When they see you, they rev up and charge towards you.
**Monkey Dude - Mechanical monkeys that hang around in trees and chuck coconuts at you.
**Bloominator - Floral robots that stay in place and periodically release two spiky seeds.
**Sweep - Skim the surface of small ponds. Once it spots you, it launches its spiky nose towards you.
*Green Hill Zone - Utilizing the power of the Phantom Ruby, the Hard Boiled Heavies seem to have spirited away Sonic and friends from Angel Island to good old Green Hill Zone. Watch out for crumbling ledges as tear through grassy hillsides in Act 1. Act 2 is a lot more vertically-oriented, featuring an expansive cave system and multi-tiered mountains to traverse. Use the new zip-line gimmicks to zoom from one elevation to another. Enemies include:
**Motobug - Simply roll forward with absolutely no regard towards their self-preservation.
**Buzzbomber - Flying robots that shoot a projectile towards the ground whenever heroic mammals are in the vicinity.
**Chomper - Leap from waterfalls through bridges to munch on unsuspecting passersby. In Act 2 they can be found in shallow pools, and will change forward once they notice you.
**Crabmeat - Scuttle along a small area. Upon reaching a ledge or obstacle, they may lob projectiles from their pincers.
**Newtron - Iguana bots that come in two varieties. The green ones manifest in a safe area and shoot a single projectile towards you. The blue ones appear suddenly and rocket along the ground towards you.
**Batbrain - Underground-dwelling bat bots that swoop down from the ceiling towards any unsuspecting victims.
**Act 1 boss - DD Wrecker - Two linked orbs sporting Dr. Eggman's ugly visage. When they turn red, they've invulnerable to damage and will hurt you on contact. When they start swinging rapidly in the middle of the screen, jiffy to the edges if you want to hold onto your Rings. After one is destroyed, the other will attempt to tumble into you in a new pattern of movement.
**Act 2 boss - Death Egg Robot - Sick to death of his bitter enemy always getting the upper hand, Eggman immediately deploys one of his deadliest creations. However, with a steady supply of Rings forthcoming, the Death Egg Robot is one heck of a lot less intimidating. Stay ahead of the robot's relentless march, but do use elevated ledges and the robot's own extended spikes to bop in on the noggin. After getting in a couple of hits, the Death Egg Robot picks up the pace.
* Sapphire Ocean Zone - Sonic and company fall from Green Hill into a hoverboard that whisks them away to the more tropical Sapphire Ocean. You spend most of Act 1 on said hoverboard, which allows you traverse sandy shores and expanses of water with ease, but watch out, because it stops for nothing. Use ramps, rails, and boost rings to stick to the higher path, which are generally obstacle-free. Act 2 takes place in a partially-submerged coral grotto. Watch out for falling stalactites. 
*Chemical Plant Zone - After destroying the Death Egg Robot and sending Eggman plummeting towards Green Hill's bowels, Eggman seizes the Phantom Ruby from the Hard Boiled Heavies and uses it to alter the landscape to resemble Chemical Plant Zone. This place is as deadly as you remember, with all sorts of twisting tubes, moving blocks, and the eponymous chemical goop hindering your progress in Act 1. Don't stay in the purple stuff for too long without a Bubble Shield, or you'll drown. Act 2 features a different kind of chemical that will send you hurtling upwards upon contact, with the height you'll reach dependent on its hue. Enemies include:
**Spiny - Craw along the floor or walls, stopping to lob a small projectile whenever hostiles appear.
**Grabber - Spider robots that traverse ceilings. If it grabs you, mash the D-Pad or Analog Stick to break free from its grasp before it self-destructs.
**Caterkiller Jr. - Segmented worm robots emanating a strange energy field. Their tiny heads are their only vulnerable point.
**Act 1 boss - Amoeba Droid - This spherical droid plops down into a pool of hazardous slime, which it coalesces around itself. It isn't safe to touch upon reemergence until it bounces along the floor four times, after which its toxic barrier splatters and is replaced by an orbiting ring of noxious globs. Eventually this ring will be tossed aside and the whole process repeats. 
**Act 2 boss - Mean Bean Machine - Figuring that he can't beat you in an all-out brawl, Eggman challenges you to a game of Puyo Puyo instead. Line up a row or column of four or more Puyos of matching color to release them from your field and add Nuisance Puyo to Eggman's pile. Chaining together groups of released Puyos will burden Eggman with even more Nuisance Puyo. The game ends when Eggman has no more room in his field and he and his unfortunate Puyos are unceremoniously dumped.
*Studiopolis Zone - Sonic and compatriots emerge from Chemical Plant's grimy sewers to emerge in this brightly-colored entertainment mecca. Blast down the highways and ride giant film reels as you marvel at all the references of Act 1. Act 2 takes place in Eggman's television studio. You might win a big Ring bonus at the lottery, but watch yourself on precariously-placed spotlights and orientation-shifting winding tubes. Enemies include:
**Mic Drop - Drop from the ceiling and periodically electrify themselves.
**Shutterbug - Hovering camera / fly hybrids that momentarily stop their chase to take your picture.
**Tubinaut - Ball bots with three destructible orbs surrounding them. With all three orbs, they can generate an impenetrable barrier. With each orb busted, however, their defensive abilities diminish and they become more despondent.
**Wall Crawl - Snail bots that crawl along walls and fire film frame projectiles.
**Act 1 boss - Heavy Gunner - The first of the Hard Boiled Heavies you battle. Flying around in a helicopter and accompanied by his regular Egg Robo goons, Heavy Gunner fires off missiles that travel along the road as you chase him down the highway. You can't touch the red missiles without getting hurt, but you can attack the blue ones to send them flying back at an Egg Robo lacky. Once all of Heavy Gunner's Egg Robos are destroyed, the last redirected blue missile will send his helicopter crashing down.
**Act 2 boss - Weather Globe - Seemingly out of ideas for boss machines, Eggman resorts to attacking you with weather reports. While Eggman hovers (almost barely) out of reach above, watch the screen in the middle to see what attack will come at you next. If the forecast is Sunny, the studio lamps will intensify, making it hazardously hot anywhere that's not under the Weather Globe's shadow. If the forecast is Windy, a strong gust will commence from the bottom the arena. Scurry to the sides to latch onto a pipe to avoid getting skewered on ceiling spikes. If the forecast calls for Lightning, avoid the thunderclouds and the resulting lightning that Eggman generates.
*Flying Battery Zone - Sonic and his amigos hop onto the Flying Battery, Eggman's old airship that has returned to Sonic Mania with much fanfare. Navigate monkey bars and magnetized surfaces (if you manage to obtain a Thunder Shield) while avoiding mechanical traps in the ship's interior, and take care not to plummet to your doom on its outside portions. Act 2 ramps up the difficulty, taking place in a blustery thunderstorm that makes precise platforming tricky. You can't cross tesla-coil pylons while they're electrified, but you can destroy the orbs connecting them and the Madmoles controlling them to put them out of commission. Enemies include:
**Technosqueek - Little mouse robots that quickly glide along floors, walls, and ceilings.
**Blaster - Beetle bots that roam the ground and fire projectiles from long turrets.
**Clucker - Chicken robots that man stationary or hovering turrets and shoot projectiles.
**Act 1 boss - Big Squeeze - Eggman tricks you into his trash compactor. Once inside, the large magnet above activates to reassemble the remains of scrapped Badniks in a feeble attempt to attack you. The real danger, however, lies in the compactor walls, which are steadily closing in. As the walls draw together, however, they gradually elevate the ground, eventually allowing the player to attack the magnet. Once the magnet is destroyed, this boss is history. 
**Act 2 boss - Spider Mobile - Eggman finally invents a machine immune to Spin Attacks, which just causes it to bounce away. However, your elevating boss arena has spikes lining its walls at regular intervals, and forcing the Spider Mobile into them is sufficient enough to damage it. This can be done by attacking it with enough speed or ricocheting into it using the propeller shafts on the opposite side. If Spider Mobile manages to gain enough elevation, will be fire off four slow-moving energy balls into your general direction.
*Icecap Zone (if Extra Zones option is selected from save file in Mania and Encore Modes) - Sonic falls from Flying Battery Zone into this snowy mountain. Shred down the slopes on a snowboard as you grind along rails and launch off halfpipes in Act 1. Act 2 takes place in an indefinitely-deep icy cave that seems to be recursive. Look out for ways to navigate forwards and you'll make it through to the other side eventually. Enemies include:
**Penguinator - Penguin robots that waddle around and slide towards our heroes. They're also seen sliding down the slopes.
**Flake - Fire off ice shards in eight directions when approached. Until they grow back, the robot in the middle is vulnerable.
**Frozen Rock'n - Appears as a simple ice cube, but then it sprouts legs and slowly tries to push you away. Loves to hog the space near ledges. Some have additional ice cubes on their heads, which must be destroyed first. 
**Act 1 boss - Super Penguinator - A giant, flying version of Penguinator, which constantly spawns its smaller ilk from a compartment in its body. After beating on it for a bit, it forces you to go through a small obstacle course lousy with sliding Penguinators. After you catch up to it, it'll sometimes electrify itself and then attempt to either crush or slide into you.
**Act 2 boss - Icicle Mobile - Eggman's machine will sprout icicles, firing them off in various patterns as he tries to attack you. After he does so, a portion of Eggman's machine will be unprotected for a limited time, during which you can safely hit him. After a certain point, Eggman will ram the sides of the arena, causing icicles from above to fall down.
*Press Garden Zone - Sonic and associates end up in this isolated printing press operated by Dr. Eggman. In Act 1, you'll contend with elastic printer rolls, wood blocks that pop in and out of the walls, and other assorted antiquated machinery. Act 2 takes place in the beautiful winter forest Eggman is harvesting for wood pulp and the ancient ruins within. A flame shield can make quick work of icy blocks, springs, and spikes, which can work towards or against your detriment. Streams of frosty air will encase your character in a block of ice, although sometimes that's the only way to progress. Mash the buttons to be free of your icy prison. Enemies include:
**Juggle Saw - A goofy pair of crab robots that constantly toss a spinning buzz saw between themselves. Destroy one and the other will despondently shuffle the saw by themselves.
**Dragonfly - These robots weave up and down, their spiky tails swinging behind themselves. You can only hit their heads.
**Splats - Springy rabbit bots that jump out en mass from giant bottles of ink. The supply of them is inexhaustible.
**IceBomba - Hovering fly robots carrying large bombs. When you approach, it'll drop its load and retreat. The bombs release a large pillar of ice upon impact.
**Woodrow - Woodpecker robots that excitedly bash nearby trees whenever its foes approach, knocking down a hidden cache of bombs.
**Act 1 boss - Shiversaw - This boss robot is well-protected by a pair of buzz saws. Fortunately for you, they're none too durable. Trick it into cutting up reinforced crates and its blades will shatter, allowing you the chance to attack its exposed core.
**Act 2 boss - Heavy Shinobi - The second of the five Hard Boiled Heavies. It'll bound all over the stage, and if you attack it in this state, it'll be briefly stunned, during which you can go in and do some real damage. At all other times, Heavy Shinobi will encase you in a block of ice instead. As he becomes damaged, Heavy Shenobi will throw one or more Astron shurikens, which quickly burst into a torrent of spiky projectiles after lodging themselves into the floor or a wall.
*Stardust Speedway Zone
**Act 1 boss - Hotaru Hi-Watt
**Act 2 boss - Metal Sonic
*Mecha Green Hill Zone (if Extra Zones option is selected from save file in Mania and Encore Modes)
**Act 1 boss - Sawflower Mecha
**Act 2 boss - Phantom Metal Sonic
*Hydrocity Zone
**Act 1 boss - Dive Eggman
**Act 2 boss - Laundro-Mobile
*Mirage Saloon Zone
**Act 1 boss - Uber Caterkiller
**Act 2 boss - Heavy Magician
*Marina Madness Zone (if Extra Zones option is selected from save file in Mania and Encore Modes)
**Act 1 boss - Prism Shard
**Act 2 boss - Super Turtle Sub
*Oil Ocean Zone
**Act 1 boss - Meter Droid
**Act 2 boss - Mega Octus
*Lava Reef Zone
**Act 1 boss - Drillerdroid
**Act 2 boss - Heavy Rider (Sonic, Tails, Mighty, Ray, Amy); Heavy King (Knuckles, Metal Sonic)
*Metallic Madness Zone
**Act 1 boss - Egg Pistons mk.II
**Act 2 boss - Gachapandora
*Warp Station Zone (if Extra Zones option is selected from save file in Mania and Encore Modes) - A cybernetic-looking space station constructed by Dr. Eggman to protect the Titanic Monarch. The overseer of the station, Grav-o-Grabber, is a master of manipulating gravity, and can not only pin Sonic and his pals on top of the ceiling, but also on the walls! Watch out for the high-speed transit lines, or you'll be nothing but a techicolored smear. Everyone can grind on the rails weaving throughout the station, and you can even grind on both sides of them, depending on gravity, leading you to different places. After Grav-o-Grabber is destroyed at the end of Act 2, Warp Station begins to self-destruct, leaving you only 5 minutes to escape the crumbling space platform.
**Act 1 boss - Grav-o-Grabber - Powered by the Phantom Ruby, Grav-o-Grabber can easily manipulate gravity, allowing him to fling you up, down, left or right. Watch out for the direction he's about to shift your footing, in addition to any active traps within the boss arena. When he's just about down for the count, Grav-o-Grabber will smash the floor, sending him and you plummeting below. Avoid the debris falling upward to reach him and land the final hit. Down in 9 hits.
**Act 2 boss - Titanic Monarch - Having secured the Phantom Ruby and using it to cushion their fall, Sonic and / or his pals manage to escape from the exploding Warp Station. Unfortunately, the Titanic Monarch activates in the distance soon afterwards and proceeds to bombard you with an obscene amount of ordinance. Weave between his explosive blasts, napalm sweeps, and machine gun fire long enough to generate a rocket using the Phantom Ruby and then jump on a nearby switch to send it flying towards Titanic Monarch's titanic noggin. Later on, more than one rocket will appear at once, but this just means that the Titanic Monarch will immediately blow to bits all but one rocket, so don't be too quick on your feet. Down in 12 hits.
*Titanic Monarch Zone
**Act 1 boss - Crimson Eye
**Act 2 boss - Phantom Egg
*Egg Reverie Zone
**Final bosses - Phantom King and Klepto Mobile
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