-- Sonic CD --

Formats: Sega CD/Mega CD, PC
Genre: Platformer
Developer: Sega of Japan
Rating: GA/K-A
Debut: September 23, 1993 (Japan)
Cast: Sonic the Hedgehog, Amy Rose, Metal Sonic, Dr. Ivo Robotnik/Dr. Eggman
Dr. Robotnik's latest scheme involves the mysterious Little Planet, which appears on the last month of every year over Never Lake. The Little Planet houses the seven Time Stones, with which the holder obtains the ability to travel through time and space. With the control of time, nothing could stop the Eggman. Not to freak, because Sonic the Hedgehog is on the case! Unfortunately, Robotnik has decided to unleash Metal Sonic to keep the hedgehog hero at bay; and kidnap Amy Rose to further complicate the problem. Infact, Robotnik's already made use of the Little Planet's lack of any boundaries on time, and has placed robot machines in the past so he controls the future. Now Sonic's got to stop Robotnik, destroy the robot machines, collect the seven Time Stones, save Amy Rose, and deal with Metal Sonic, all on a tiny planet where time has no meaning. A hedgehog's work is never done...

-- International Info --
Area
Title
Debut
Japan Sonic the Hedgehog CD September 23, 1993
Europe Sonic CD October, 1993
USA Sonic CD November 19, 1993
   Sonic's first (and last) appearance on the Sega CD was quite a refreshing change from his previous adventures. Gameplay was still largely the same (run, spin, collect Rings, etc.), but several major design differences were implemented.

   Most noticably, the ability to travel through time. By spinning a sign marked "Past" or "Future", then gaining up to max speed without stopping for three seconds, Sonic is warped to the specified time in that Zone's existence. The differences were mostly visual, but there were also some slight variations in level-design. The correct way to play each Act was this way: start off in the Present. Hop a ride to the Past, then locate and destroy the robot machine. For extra points, also locate and destroy the Metal Sonic hologram. There should be no more Badniks in the Past. Hope a ride back to the Present, where things will be just as they were before you left. Finally, zoom into the Future, to behold the Good Future, a place with beautiful music, scenery, dancing animals, and no Badniks whatsoever. Check out the Future before destroying the robot machine in the past, and you'll be in a grimy, mechanical place akin to those polluted factory Zones Robotnik hangs out in.

   Other differences included the noticable lack of everyone's fox buddy, Tails, despite the fact that the game was released well after Sonic 2. The Sonic 2 Spin Dash was worked in, although performed quite differently from the Spin Dash we're used to using. On the subject of moves, Sonic CD introduced the Peel-Out, arguably Sonic's coolest move ever. Sonic runs at such a speed, his legs blur into a figure eight. The move is identical to the Spin Dash, except Sonic's in standing (not spinning) form, and is thus vulnerable to attack. Making it useless for the most part, but justifiable on its "cool" merit alone.

   Time Stones replace traditional Chaos Emeralds, but Special Stages are played the same way...beat one to get a Time Stone. The Good Ending may be obtained by collecting all seven Time Stones, or merely earning a Good Future in each Act.

   The final major difference is in the way bosses are fought. Rather than the usual 8 hits, these bosses only require three. Of course, the trade-off for this is that it's much more difficult to get a hit in edgewise...

   Sonic CD is considered by many to be the best of the Sonic series so far. A bit ironic, considering the game was not made by the original Sonic Team. Despite this fact, it is of world-class quality, and more than worthy of the Sonic name.

Grade: S

Behind the Screens
From what I gather, Sonic CD was actually being developed at the same time as Sonic 2, and was intended to be released before. However, as things turned out (probably because Sega didn't want two major Sonic games being released at once), Sonic CD didn't hit the market until a year later. This would explain the lack of Tails. (Actually, our pal Miles did make a small cameo in one of the art screens, with the greeting: "See you next game!" Interestingly enough, he was holding a helmet and standing next to a jeep. Now we know what Tails was doing while the others were hard at work on Sonic CD. The slacker.)

Although there was no translation to be done at all in the game, the US release didn't come until three months after the game hit Japanese shelves. This was due to the fact that the music was being completely re-done by the talented Spencer Nilsen, who was also the man behind other spiffy Sega CD (and a few early Saturn) soundtracks. Mr. Nilsen's tracks received much flak from fans who wanted an untouched game for the US release. While it's true that ol' Spencie's tracks weren't quite on par with the original Japanese ones, they were still great nonetheless, and superior in some ways.

Past Future Present
Good Future
Palmtree Panic Zone: Countless waterfalls pour from jagged cliffs high in the air into the sparkling bay below. Star-shaped plants and broad palmtrees color the rocky hills.
Past Future Present
Good Future
Collision Chaos Zone: Rounded hilltops carry the horizon across this wild arena. Bumpers and springs keep things moving across the colorful, surreal landscape.
Past Future Present
Good Future
Tidal Tempest Zone: Sparkling caverns weave underneath a fiery range of volcanoes. Crystal pools flow through the tunnels, cooling the rocky cave walls.
Past Future Present
Good Future
Quartz Quadrant Zone: Colorful crystals and other minerals grow along the stony walls of this massive underground cavern. Mining rails lead a clear path through this secluded cave.
Past Future Present
Good Future
Wacky Workbench Zone: Electrical conduits, windy vent pipes, and unreliable footing are the key features in this wacky construction site. A strange goddess statue in the past rewards Sonic with Rings, while a Robotnik statue in the future napalms him with mines.
Past Future Present
Good Future
Stardust Speedway Zone: Searchlights flare up the night sky, as music from the city below fills the air. Wild vines crawl up this aerial highway, where speed limits are optional.
Past Future Present
Good Future
Metallic Madness Zone: Pounding pistons, grinding saws, and similar noises echo off the metallic walls. Corridors weave within and around each other in this fantastic mechanical maze.
Special Stage
Special Stage: Vast domed cities with wild skies set the backdrop for high-speed race courses; littered with bumpers, water traps, and other obstacles to slow Sonic's run for the six UFOs.

-- MIDI Collection --
--- (Original Version) ---
Palmtree Panic Zone -- Edan Koch
Palmtree Panic P-Mix -- Koryan
Collision Chaos Zone -- Jeff Read
Collision Chaos B-Mix -- Jeff Read
Collision Chaos G-Mix -- Jeff Read
Tidal Tempest Zone -- John Weeks
Tidal Tempest P-Mix -- John Weeks
Tidal Tempest B-Mix -- Jarel Jones
Tidal Tempest G-Mix -- John Weeks
Quartz Quadrant Zone -- Jarel Jones
Quartz Quadrant G-Mix -- Jarel Jones
Wacky Workbench Zone -- John Weeks
Wacky Workbench P-Mix -- John Weeks
Wacky Workbench G-Mix -- Jarel Jones
Stardust Speedway G-Mix -- Edan Koch
Sonic You Can Do Anything -- Jeff Read
--- (US Version) ---
Palmtree Panic Zone -- Jarel Jones
Palmtree Panic P-Mix -- Koryan
Collision Chaos Zone -- Jarel Jones
Tidal Tempest P-Mix -- John Weeks
Tidal Tempest G-Mix -- John Weeks
Quartz Quadrant Zone -- Jarel Jones
Quartz Quadrant G-Mix -- John Weeks
Wacky Workbench Zone -- Jarel Jones
Wacky Workbench P-Mix -- John Weeks
Wacky Workbench B-Mix -- Jarel Jones
Wacky Workbench G-Mix -- John Weeks
Stardust Speedway Zone -- Jarel Jones
Stardust Speedway B-Mix -- Jarel Jones
Stardust Speedway G-Mix -- ???
Sonic Boom (Fast) -- ???
Sonic Boom (Slow) -- Edan Koch
-- Related Media --
· European Cover
· US Cover
· US PC Cover
· Sonic Boom Music CD
· Sonic & Amy Rose
· Metal Sonic
· Japanese manual scan
· Japanese manual scan


























Level-select: (Sega CD version) At the title screen, press: Up, Down, Down, Left, Right, B, START.

Pro Scores: (Sega CD version) At the title screen, press: Right, Right, Up, Up, Down, C, START.

Sound Test: (Sega CD version) At the title screen, press: Down, Down, Down, Left, Right, A.

Construction Mode: (Sega CD version) Input the Sound Test code. Adjust the numbers to match these settings: FM#40, PCM#12, DA#11. Press START. Begin a normal game. Controls are as follows:

A = Changes highlighted item.
B = Toggles between items and Sonic.
C = Places highlighted item.

Hidden Special Stage: (Sega CD version) Input the Sound Test code. Adjust the numbers to match these settings: FM#07, PCM#07, DA#07. Press START.

Art Screens: (Sega CD version) To access these hidden art screens, input the Sound Test code and adjust the numbers to match the indicated settings:

  • DJ Sonic: FM#42, PCM#03, DA#01
  • Sonic on Drugs: FM#46, PCM#12, DA#25
  • Demonic Sonic: FM#42, PCM#04, DA#21
  • Kawaii Sonic: FM#44, PCM#11, DA#09

I'm outta here!: (both versions) At any point in any Zone, leave Sonic standing perfectly still (don't pause the game!). After three minutes, he'll say: "I'm outta here!", and race off the screen. This ends your game...

Level-Select: (PC version) At the title screen, press: Up, Down, Down, Left, Right, SPACE.

Pro Scores: (PC version) At the title screen, press: Right, Right, Up, Up, Down, SPACE.

Sound Test: (PC version) At the title screen, press: Down, Down, Down, Left, Right, SPACE.

Hidden Special Stage: (PC version) At the Sound Test menu, adjust the numbers to match these settings: PCM#07, DA#07.

Hidden Art Screens: (PC version) At the Sound Test menu, adjust the numbers to match the indicated settings:

  • DJ Sonic: PCM#03, DA#01
  • Sonic on Drugs: PCM#04, DA#21
  • Demonic Sonic: PCM#12, DA#25
  • Kawaii Sonic: PCM#03, DA#01

Screenshots thanks to Jonathan "WB" Gray. PC version shown. US Sega CD box cover thanks to "SonicBlu". PC box cover from Sega Online. Information compiled and arranged by Jared "Green Gibbon!" Matte.