--
Sonic CD -- Toot Toot, Sonic
Warrior! You could call it the odd-man-out, but that doesn't mean
Sonic's first (and only) Sega CD appearance isn't the best reason
there is for owning one of the high-tech doorstops. Its distinctly
anime flair, cool-ass time travel system, and incredible music set
it apart from the usual formula, although there can be no mistaking
it: it's a genuine Sonic game through and through. Many consider it
to be the best in the series...a little ironic, considering it
wasn't developed by Sonic Team at all. Although Tails is noticably
absent (except for a tiny cameo in one of the art screens),
newcomers Amy Rose and the extremely cool Metal Sonic are introduced
into Sonicdom. Both went on to become major players in the
continuity.
--
Story -- Huntin' for some
action, Sonic decides to take a trip to the Little Planet. The
Little Planet is unique in several ways: first off, it only appears
on the last month of every year over Never Lake. That in itself is
pretty darn weird, but the real issue with the tiny planet is its
relation to time: it has none. Past, present, and future are nothing
more than states of mind on the Little Planet. This can probably be
attributed to the seven Time Stones, which can be found there.
Whatever the case, Sonic bets it'll make for an interesting vacation
spot...the bad news is that there's going to be a crowd when he gets
there. Dr. Robotnik has set his sights on the Time Stones, and has
already taken advantage of the planet's lack of boundaries on time
and conquered the past so that he controls the future. Sonic moves
in to lay the smack down! Not quite that easy, however...Robotnik,
having anticipated his arch enemy's arrival, has taken the liberty
of creating a robot duplicate of Sonic to keep our hedgehog hero at
bay. As if that weren't bad enough, Eggman plays the hostage game by
kidnapping Amy Rose at the beginning of Collision Chaos. Now it's up
to Sonic to stop Robotnik, destroy the robot machines in the past,
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...
--
Gameplay Info -- While still
retaining the traditional Sonic paradigm, Sonic CD manages to follow
a different set of rules completely. The mascot code states that at
some point, every hero must have a game about time travel. Sonic CD
fills that contingency quite nicely, without falling into any of the
cliché traps such a concept is prone to.
You're still running from one end of the level
to another, collecting Rings, bopping Badniks, bouncing of Springs,
and all that good stuff. The control, however, is slightly
different. It seems a bit stiffer, actually. The Spin Dash is
present, but works more like a slingshot. The big new move of the
game is the Peel Out, which is identical to the Spin Dash only Sonic
remains standing (rather than curling into a spin). It's pretty
useless, but with its figure eight thing, it just looks so darn
COOL!
But back to business. Running from the start to
the finish isn't the only activity you'll find within these
elaborate stages. Remember that whole time travel thing? Scattered
around each Zone like traditional Lampposts are Time Warp signs
reading "PAST" or "FUTURE." I guess that's pretty self-explanitory.
Once you've flipped a sign, attain max speed and hold it for three
seconds in order to warp to the time zone indicated on the sign.
(For example: if you're in the present and flip a PAST sign, you'll
go to the past. If you're in the future and flip a PAST sign, you'll
go to the present.) Careful with that, though...if you get stopped
or take a hit while the sign is flashing, you'll blow the warp and
remain in the time you're in. (And once a sign has been flipped, it
can't be flipped again.) Here's the correct way to play any given
Zone, if you want to see the whole shebang and achieve the good
ending: first, warp to the past and locate the robot machine. Bust
that booger, and all the Badniks in the past will go vamoose. (You
may also want to search out and destroy the Metal Sonic hologram for
points. Once that's out of the way, those cute furries will prance
happily around the level.) That alone will score you a Good Future,
but what's the point of that if you don't get to see your handiwork?
Flash back to the present, where everything will be just as you left
it. Now pop into the future to witness the Good Future, a beautiful
and Badnik-free scenario where technology and nature share equal
parts of the scenery. If you take a trip to the future before
destroying the robot machine in the past, you'll be in the bad
future: a polluted, mechanical mess akin to all those factory Zones
Robotnik hangs out in. The third Zone (known as "Acts" in other
Sonic games) in any Round (known as "Zones" in other Sonic games) is
the boss battle, and automatically takes place in the future. If you
attained a Good Future in both previous Zones, then the boss round
will also be in the lovely land. Otherwise, it's grimesville.
Speaking of bosses, you'll find they take on
quite a different light. They only withstand three spins a piece,
but just landing a hit on those nasty machines is an
accomplishment in itself. Robotnik's gadgets have some extra good
defense systems this time around...
Just like Sonic 1, you can enter a Special
Stage by leaping into the giant Rings that appear at the end of a
Zone (provided you've got 50 Rings on-hand). Designed specifically
to take advantage of the Sega CD's scrolling capabilities, the
Special Stages find Sonic running through paper-flat 3D fields, with
squares on the ground having varying functions. The object is to
chase down and destroy the six UFOs within the time limit, after
which you're rewarded with a Time Stone. Your biggest enemy is the
water that weaves in and around each stage...take a dip and you get
a whopping 10 seconds shaved off the timer. Ouch. Items you'll find
along the ground include:
- Chopper Blocks -- Send Sonic falling flat on his face, and you
lose your Rings to boot
- Fan Blocks -- Send Sonic whirling through the air
- Spring Blocks -- Send Sonic zooming straight upward
- Dash Zones -- Give Sonic a burst of speed in the direction the
arrow points
- Bumpers -- Sonic bounces right off these puppies
Also, you'll obtain one of three items
each time you destroy a UFO: Sneakers up Sonic's speed for a short
while; Super Rings add 10 Rings to your total; and Time Bonuses add
a blissful 30 seconds to the timer.
Seven levels of high-speed goodness this time
around:
- Palmtree Panic -- It's like the other tropical levels
except...pointier. Home to Anton, Patabata, and Masukii.
- Collision Chaos -- The next member of the pinball family. It's
very...pink. This Zone can't be described man, just play it. Home
to Kamakama and Batapyon.
- Tidal Tempest -- Under the sea, under the seeeaaa...er, well,
in the underwater caverns beneath an active volcano range, anyway.
- Quartz Quadrant -- You're in these old mining caves lined
with, you guessed it, quartz (and some other various crystal
formations). Home to Kumokumo, Noronoro, and Saasorii.
- Wacky Workbench -- It's a giant factory, but there's an
interesting gimmick going on: the entire floor is like a giant
spring. Step on it when it's flashing, and you'll go bouncing into
the air. Look for a strange goddess statue hidden in the past: it
causes Rings to sprinkle from the ceiling! You'll find a Robotnik
statue in the future: destroy it or it causes mines to fall upon
you. Home to Mekabi.
- Stardust Speedway -- It's a highway in the nighttime sky above
a fantastic city. There's a giant spire in the center in the past,
which is replaced by a giant Eggman structure in the present and
bad future. Home to Pobii.
- Metallic Madness -- It is, not surprisingly, a giant
industrial city of metal. Home to Tagataga.
The classic assortment of items is here, also:
- Power Sneakers -- Temporarily raises your speed
- Super Ring -- Worth 10 Rings
- 1-Up -- Gives you an extra chance
- Invincible -- Makes you invincible for a short time
- Shield -- Protects you from one hit
One other thing Sonic CD touts that others in
the series can't are numerous gameplay modes. You can start a New
Game, after which you'll be able to select the Continue option,
which saves your previous game. Unfortunately, it only holds one
game at a time, and it's erased as soon as you start a new one. The
Time Attack mode lets you race the clock in Zones and Special Stages
you've already completed, after which you get to enter your
initials. (Get the most sets of initials on the board, and you get a
special screen after completing the regular game. It features Sonic,
Amy, and Metal Sonic running around the screen, while numerous
animals frolick happily; along with the text: "Congratulations [your
initials here]! You are greatest player!" Mm, how sweet it is!)
There are also a couple of hidden modes that are unlocked after
you've topped enough of your old Time Attack scores: D.A. Garden and
Visual Mode. D.A. Garden is an elaborate sound test, while Visual
Mode allows you to view the game's anime intro and both endings,
along with a special "pencil test" of the incomplete movies.
--
Screenshots --
-- PC Version --
--
Behind the Screens -- According
to my information, Sonic CD was being developed simultaneously with
Sonic 2, and was intended to be released before. As it turned out,
however (probably because Sega didn't want two major Sonic games
being released at the same time), it didn't hit the market until a
year later where, ironically enough, it was competing with Sonic 3.
The US release was held up for a few months
while a whole new soundtrack was being produced by Sega of America's
own musical genius, Spencer Nilsen. (Nilsen also did several other
major Sega CD soundtracks, as well as a few early Saturn scores.)
But alas, the new tunes received much flak from purists who wanted
the original (and excellent) Naofumi Hataya score kept in-tact. The
battle wages on even today, although frankly, both soundtracks are
of excellent quality and well-suited to the Sonic schema. It's just
a matter of what you think you like, I guess.
After failing to become the killer app the Sega
CD so desperately needed, Sonic CD was later revived on PC. The PC
version included the full anime intro (not available to
console players until Sonic Jam), along with Spencer Nilsen's
soundtrack.
--
Codes & Cheats --Level-select: (Sega
CD version) At the title screen, press: Up, Down, Down, Left, Right,
B, START. (PC version) At the title screen, press: Up, Down, Down,
Left, Right, SPACE.
Pro Scores: (Sega CD version) At the title screen, press:
Right, Right, Up, Up, Down, C, START. (PC version) At the title
screen, press: Right, Right, Up, Up, Down, SPACE.
Sound Test: (Sega CD version) At the title screen, press:
Down, Down, Down, Left, Right, A. (PC version) At the title screen,
press: Down, Down, Down, Left, Right, SPACE.
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. (PC version) At the Sound Test menu,
adjust the numbers to match these settings: PCM#07, DA#07.
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
(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
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...
--
Trivia --
- "Sonic: You Can Do Anything" is based on the Green Hills Zone
BGM from the 8-bit Sonic 2 (or vice-versa). What came first, the
chicken or the egg?
- In the US manual, Amy Rose is referred to as "Princess Sally."
This was probably intended to tie-in with the recent comics and
cartoons, although being that the "Sally" character was already
established, the only thing it achieved was to shove Amy out of
the potential cast completely. Luckily, she did finally make it
into the regular gang a good while later (long after the death of
the intolerable cartoon show).
Screenshots thanks to Jonathan "WB" Gray. US Sega CD
box cover thanks to "SonicBlu." Information compiled and arranged by
Jared "Green Gibbon!"
Matte. Make no mistake, this site is a part of SonicNEXT. All Sonic
related materials are copyright Sega
Enterprises. SonicNEXT is created by Zifei Wu. Space provided by
VGHQ.com. Jules Verne, eat your heart
out.
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