Welcome to Sonic Megamix Mania v1.0!
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IMPORTANT NOTES:

YOU NEED TO OWN BOTH 'SONIC MANIA' AND THE 'PLUS DLC' ON STEAM FOR THIS MOD TO FUNCTION AS INTENDED!
IT DOES NOT WORK PROPERLY WITH THE SONIC MANIA DECOMPILATION OR ANY OTHER PC LAUNCHER RELEASES!
WHILE THE GAME MAY TECHNICALLY LAUNCH WITH THE MOD, ALL CUSTOM CODE, MOVESETS AND OTHER ELEMENTS WILL BE BROKEN/NOT FUNCTION AT ALL AND THE GAME WILL CRASH FREQUENTLY!!!!!

For mod installation and setup please refer to the Manual provided in the mod folder. There you can find an in depth guide on everything you need to do to play the mod in its most proper state. There is also plenty of useful and fun information, especially if you haven't played many Sonic games before. If you are for some reason still having trouble setting up the mod consult our discord community at: 
https://discord.com/servers/sonic-megamix-mania-community-server-493217624763924481

This is the final, complete release, of the 'Sonic Megamix Mania' mod for the Steam Version of 'Sonic Mania Plus'. (However, there are plans to develop the project more, on the Sonic Mania Decomp, in the future.)

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Known Issues:
* Going from the Title Screen to the Main Menu may briefly revert non-English Language Settings back to English, this auto-corrects upon entering any other screen (or even when just reloading the Main Menu itself).
* In City Outskirts Zone Act 2, Shadow will lose his ability to double jump after getting frozen, this lasts until the stage is reset via any means.
* A very few badniks in Misty Maze Zone don't get targeted by Sonic's Homing Attack, and are invincible against Tails' Tailswipe (These are intentional, to prevent certain soft locking/unintended interactions).
* Tails' Super Jump Ability will be interrupted if you hit a ceiling too early, making the player fall a short distance, before actually entering the flight/swim mode.
* In Classic Misty Maze Zone, Super Sonic will appear with the regular, blue palette underwater. Tails, Knuckles, Mighty and Amy will also not flash underwater when in Super Form.
* In Classic Misty Maze Zone, the title cards refer to the acts correctly, but the ending score tally will say 'ACT 1' in all 3 Acts.
* In Time Attack, Classic Mode only has Act 1 and Act 2 selectable, not Act 3.
* In Time Attack, Metallic Base Zone Act 2's music will remain the same through-out, instead of swapping to the Escape theme, when its section starts.
* Time Attack Replays display incorrect Zone Names or none at all, due to it being hardcoded to Mania's names unfortunately (The zone previews and act numbers are still displayed correctly, so it's still easy to navigate).
* Time Attack Replays can desync slightly due to the game not properly handling a couple custom moves, it will always try its best to course correct, and the finishing times should still be 1-to-1 with the actual time you got.
* If you have the Amy Lock-On enabled, Turning into Super Form with Shadow will leave him in his regular, Black palette (Amy uses more colors than the average character and we couldn't fit both in unfortunately).
* Megamix Mode's Save files will jump up to "CLEAR" instantly after clearing the Tutorial on a New Save File (This was done intentionally, as the mod having less Zones than 'Sonic Mania' caused some issues).
* Classic Mode's Main Menu Diorama can rarely freeze after the first viewing (this seems exclusive to certain systems).
* Repeatedly entering and exiting the credits sequences from their Level Selects a lot might rarely lead to a crash.
* Player 2 Tails is disabled, as Tails can cause issues in Sonic's Routes, for example: he can collect some mandatory Light Speed Dash Trail rings ahead of Player 1 (Playing a Sonic & Tails file will default to a Sonic only file).
* Enabling "Use Original Music System" in Mania Mod Manager will mess up a lot of the songs, and cause them to play in a much slower speed, or not at all. (Should be un-ticked by default, but double check, just in case).
* You can turn into your Super Form in Challenge Acts where's it's not intended for you to be able to, if the last save you played had all Chaos Emeralds collected (so please don't :>).
* You can still press Y in Special stages to instantly gain a Mach Level, as unfortunately that's just something left in regular Sonic Mania (so please don't, as well :>).
* Using Debug/Dev Menu features, such as Game Speedup/or just jumping around scenes with the DevMenu may cause some issues with custom coded objects, that prevent them from loading (so, also, please don't, as well :>).
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Changelog (Global):
+ Tutorial Expanded and improved, only plays once when starting a Save File, only playing as the selected character, no switching between all of them. 
+ Tutorial has a new 'Basics' section for those that need a refresher, as well as options to skip the tutorial outright (Or only showcase the new additions of the mod for each character, like in the previous release).
+ Fixed as many soft-locks, bugs, collision mistakes, and any other sort of issues, as possible, from v0.9.
+ Every level has been improved based on player feedback, both visual and layout-wise.
+ Shadow and Sonic have more brand new animations.
+ Knuckles and Mighty received slight palette changes.
+ Super Sonic has new animations for moves in his Megamix move set, and Super Shadow has a slightly different sprite set too, along with a new Max Speed animation.
+ Fixed player Collison being too tall/wide in certain animations (for example: Crouching, Light Speed Dash, Drill Dive, Jet Stomp)
+ Title Cards and all HUD/UI Graphics hade been updated with more detail and better shading.
+ Main Menu overhauled to be more visually pleasing and more user friendly.
+ Brand new Pause Menu added, that changes based on currently used character.
+ Special Stages have been added, and their Giant Rings in Acts have been re-enabled, letting you unlock Super Forms.
+ Every song and jingle that's from other titles have been remixed, nothing is directly reused from any other game anymore.
+ Jukebox was extended and split into two categories, Main Songs and Character Jingles ('Main Songs' Jukebox accessed through the Main Menu Selection, 'Character Jingles' Jukebox accessed through Extras).
+ Jukebox titles reworked and standardized to be consistent within itself and to the OST titles.
+ Instances of incorrect Music Looping fixed.
+ Game Stability improved, should not crash as frequently anymore, if at all.
+ Some Translations were polished up a bit, none were incorrect before technically, but the terms being used should feel much more natural now.
+ Fixed not being able to rebind the 'START' key.
+ Fixed the 'EXIT' Option most times disappearing from the Main Menu Selection. (it will still disappear if your 'Platform' is anything but 'Default' or 'PC' in Mania Mod Manager, so make sure it's one of those two).
+ Fixed a very few acts not being completable in Time Attack when playing as Knuckles and Mighty, due to incorrectly set up end-goal points.
+ Brand New Challenge Mode added, experience 13 Post-Game Acts, based on Megamix Mode, with varying difficulties and categories (heavily intended to be played only after you have beaten Megamix Mode at least once or twice).

Changelog (Megamix Mode):
+ Certain Backgrounds, Gimmicks and Foreground decorations had their colors adjusted to make it clear what is meant to be solid and what is not.
+ This Mode now has a proper Save Select screen instead of just a basic Level Select Screen (Level Select is still available under EXTRAS).
+ Most Zones have brand new decorations and animated tiles, both in the Background and in the Foreground, even including some weather and ambient effects, when appropriate.
+ A couple Acts have more Knuckles and Mighty (plus, even some Tails) Exclusive content added.
+ Small intro Cutscene added to for Sunny Shores Zone Act 1.
+ Sunny Shores Zone Act 2's Boss fight is now harder.
+ City Outskirts Zone and Metallic Base Zone have been added.
+ Misty Maze Zone's Scarab badniks no longer soft-lock Tails on a perfectly timed Tailswipe, more with Shadow.
+ Misty Maze Zone Act 1's Amy route has been slightly overhauled, she shared less paths with Mighty now.
+ Misty Maze Zone Act 1 has more additional routes for when you fail some sections, or shortcuts for specific characters to save time in more linear areas. 
+ Misty Maze Zone Act 2 now features Fire shields and the Sol badniks again (they were cut in v0.9 as the oil burning was broken).
+ Starry Night's Vertical Speed'o'meters function now as well.
+ Starry Night Zone Act 2's Boss fight is now harder and features Eggman, with new animations, instead of Heavy Gunner.
+ Fixed the in-game version of the Boss theme, played in actual encounters, accidentally using an earlier mix of the song (meanwhile Jukebox and OST uploads had the correct one).
+ Every Act 2 now features a Boss encounter.
+ Every Zone now has a basic little Zone transition. (Few Zones have subtle Act transitions between Act 1 and Act 2 as well).
+ Credits sequence greatly expanded into a playable segment.
+ 5 Red Star Rings can be collected in every Act, and they save globally instantly upon collection (many require specific characters to find, so impossible to get them all in a single playthrough/save file).
+ Red Star Ring Help Board added to the 'OPTIONS' Menu, to help players narrow down the collectibles (character/context hints, next to Red Star Rings, that are not obtainable with every character).
+ Red Star Ring Counter added to the bottom right of the HUD (Only appears in this mode, not in Classic Mode or Challenge Mode).
+ Chaos Emerald Counter added to the Pause Screen (Only appears in this mode, not in Classic Mode or Challenge Mode).

Changelog (Classic Mode):
+ This Mode now has a Map screen that you can select acts from, instead of just a basic Level Select Screen.
+ Each Zone now has an Act 3, being added as faithfully as possible. (most are taken 1-to-1 from 4.0b or 5.0, but for City Outskirts Act 1 and Starry Night Act 3, they are from 4.0, with 5.0 art due to incomplete assets in the OG).
+ Metallic Base Zone's Act 3 is based on 4.0 (Acts 1 & 2 are based on 5.0), replacing the Labyrinth Zone retread (it's not faithful, we know, but it also really wasn't fun or interesting, so we made the creative decision to do this).
+ Added a small "CLASSIC" decal to the title cards of this modes' Zones make it more clear which mode you are in.
+ Some Zones, that we felt still were visually bland compared to the other Zones, received a visual overhaul, while still staying true to the original vision.
+ More animated tiles added to most zones, as well as fixed incorrectly animating ones.
+ Some Songs were reordered to better fit the 3 Acts structure.
+ Fixed Knuckles being able to access the other characters' Act routes in Dark Fortress Zone.
+ Fixed the other characters being able to access (and get soft-locked in) the Knuckles Act route in Starry Night Zone Act 2.

Changelog (Markiplier):
- Removed Markiplier. (after the FNAF 2 10/20 mode cheating allegations have come to light, we cannot in good faith associate with him anymore)