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SONIC CD RETROSPECTIVE

Sonic CD sure is a game.


It’s difficult to put into words how I feel about this game. Everything about it is such a strange departure from the rest of the classic Sonic games. It’s not as easy to figure out how I feel about this, compared to Sonic 1, 2, 3 or Knuckles. But I will try anyway.


SONIC CD RETROSPECTIVE


Alright, time for some history. SEGA wants to make a game for their upcoming SEGA CD. They decide that Sonic is a safe bet. One development cycle later and boom: Sonic CD bursts onto the scene.


Sonic CD is an interesting case. It uses Sonic 1’s sprites, despite releasing after Sonic 2. It has a different soundtrack depending on if you’re in the US or Japan/EU. The Japanese and European soundtrack? Absolutely outstanding, banger after banger. The American soundtrack? Ehhhhh it’s alright.


Apparently the soundtrack was split in two because SEGA of America wanted more “American” sounding music. In my opinion, while a lot of the music is really good, the Japanese soundtrack is definitely the better soundtrack.


Diving into the game, we’re presented with an animated video. This is where Toei Sonic came from, and it’s a really well animated opening. This sets out a bit of the story. Robotnik is up to no good, chaining a whole planet to the ground. Sonic must stop him, same old same old.


However later on we’re introduced to Metal Sonic, Sonic’s rival of sorts, and Amy, a damsel in distress, whom Sonic has to save. Sonic CD does change up the damsel in distress formula when compared to, say, Mario. While Mario saves the princess for a kiss on the nose, Sonic doesn’t care for Amy romantically (Amy, however, is infatuated with him). Sonic has no motivation to save her beyond just being a good person.. er, good hedgehog.


Metal Sonic is a notable foe. Sonic has faced metallic versions of himself before, such as Silver Sonic in Sonic 2, and will again later, such as Metallic Sonic in Sonic & Knuckles. Metal Sonic is unique in that he is Sonic’s first real rival, beyond Robotnik. We would later see this with Shadow, but in 1993 a robot that could keep up with, and even outmatch, Sonic’s speed was a big deal.


The story elements in CD are actually a first for the series. Sonic 3 & Knuckles didn’t release until 1994, so CD had a year head-start on implementing a big story into a Sonic game - beyond Robotnik kidnapping animals and taking over islands. It makes for nice motivation to play.


Now, let’s get into the levels.


PALMTREE PANIC


Palmtree Panic is, to the surprise of none, this game’s equivalent to Green Hill and Emerald Hill. It is the first level in a 2D Sonic game, after all. It’s a cool level, with many interesting visual setpieces. The level begins with a halfpipe that makes Sonic look 3D, which is pretty cool.


This level, and the rest of the game to various extents, goes way too over-the-top with the springs, to the point of being genuinely annoying.


COLLISION CHAOS


Collision Chaos is much the same. Way too many springs and bumpers. Spring Yard and Casino Night both used these features well to construct fun setpieces, but in CD it often feels unnecessary.


There are pinballs and bumpers everywhere, and it becomes overwhelming in the boss fight. With Sonic, there is good level design for these stages, and bad. Sonic CD does not utilise springs and bumpers well, especially when compared to Sonic 2.


In Sonic 2, every spring, every bumper, every halfpipe - they all had a purpose; to provide fun setpieces and push Sonic forward. Here, they feel like a Super Mario Maker level from 2015 - just randomly sprinkled about the stage.


TIDAL TEMPEST


Tidal Tempest is this strange mix between Labyrinth Zone and Hydrocity Zone. It’s not as tedious as Labyrinth, but is far from the greatness of Hydrocity. It’s weird, despite releasing before Sonic 3, Tidal Tempest and Hydrocity feature many similar setpieces and level design elements, such as switches that activate rising bubbles.


Sonic 3 had likely begun development while Sonic CD was being worked on, so it’s not impossible that the two games took influence from each other at times, and I think this zone is a good example of this.


The problem with Tidal Tempest is that it’s really boring. Labyrinth is challenging, Hydrocity is fun, Tidal Tempest.. exists. It doesn’t have a whole lot going for it, compared to other water stages in the classic games.


However, Tidal Tempest is much better than Labyrinth. While not very interesting, it’s a fun level and is devoid of obnoxious hazards or painfully long water sections.


QUARTZ QUADRANT


Quartz Quadrant is a nice level. It’s almost linear, but keeps the different paths, which is a staple of Classic Sonic at this point. There are conveyor belts that push and pull Sonic around, which are fun to mess with. There are plenty of secrets to find, too.


Despite this, Quartz Quadrant remains fairly forgettable. A lot of the levels in this game do, in fact. When I think of Sonic CD, I think Palmtree Panic, Stardust Speedway, and maybe Metallic Madness - even then, the last one is only because of Sonic Mania.


WACKY WORKBENCH


What’s up with the names of the zones? Instead of fun or location-based zone names like Green Hill Zone, or Angel Island Zone, we get.. Wacky Workbench? Metallic Madness? What’s next, Salty Springs?


Wacky Workbench is a very unique stage, based less on speed and more on platforming. It’s a welcome change, but I’m very conflicted on how I feel about this level. It’s unique, but the platforming element can work against it at times, in my opinion.


The problem is that if you mess up the platforming, you get sent flying into the sky and electrocuted. It’s fun to bounce, not so fun to get shocked and lose your rings or die. If you try to run through the level, like you would any other stage, you get punished for it.


STARDUST SPEEDWAY


Stardust Speedway is definitely one of the most memorable stages, but it has one major flaw. Despite being designed to let you go fast, it also likes to stop you, with spike traps and sudden walls. However, Stardust Speedway can be run through at a wonderful speed if you practice first.


Now where this level truly shines is the fight against Metal Sonic. This is a high-speed, high-action race to the finish, with Robotnik firing a massive laser behind and Metal Sonic easily matching your speed. I really love this boss, it’s a lot of fun.


METALLIC MADNESS


Metallic Madness is similar to Scrap Brain Zone and Metropolis Zone, but it’s lows aren’t quite as low. It’s even fun at times! There are some challenging parts, of course, but it’s overall not too bad of a final zone.


The final boss, however? Kinda underwhelming. After the grandiose fight against the Death Egg Robot in Sonic 2, and with the time travel plot of Sonic CD, I’d have thought that there would be more stakes here. But as it is, it’s fine.


TIME TRAVEL


In Sonic CD, every zone has a Present (default), Past, Bad Future and Good Future variation. These generally change up the colour pallet, decorations, music and enemy placements, and they’re really cool.


The idea of a zone that changes depending on the time period or the player’s actions is really cool, and I would love to see this idea return in future games.


SPECIAL STAGES


Yeah, I’m not a huge fan of the special stages in CD. Here they are called Special Zones, and you are tasked with destroying six UFOs in a short time. It’s a 3D environment like Sonic 2 and Sonic 3, which is pretty cool in truth. It doesn’t play badly or anything, it’s just not very interesting.


Beating a Special Zone rewards the player with a Time Stone. Collect all seven Time Stones across the zones to unlock the Good Futures of every zone. While they’re certainly no Super Sonic, the Good Future variations are really nice and upbeat, and a good reward for collecting the Time Stones.


Oh, and the Chaos Emeralds? Yeah, they’re not here. Unlike the rest of the classics, the emeralds are nowhere to be seen in Sonic CD.


THE WAY TO PLAY


As is the case with Sonic 1 and Sonic 2, the best way to play Sonic CD is the mobile port. It’s got widescreen. It’s got Tails. It’s got both soundtracks. It’s got achievements. It’s got time attack mode.


It doesn’t have quite as many improvements and quality of life features as Sonic 1 or 2, especially because this was developer Christian Whitehead’s first project for SEGA. Whitehead would later go on to develop Sonic Mania. It is still a really solid port, and the current definitive way to play Sonic CD.


Oh, and unlike 1 and 2, CD’s mobile port isn’t exclusive to just mobile! Yeah, that’s right. You can actually play the best version of this game on PlayStation, Xbox and Steam. It’s great.


FINAL THOUGHTS


Sonic CD is an interesting case. It’s got it’s highs and lows, but it’s such a strange entry when compared to Sonic 1, 2, 3 and Knuckles. However, it is a great game and I would recommend it.


Play Sonic 2 first though. That game is much better.


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