I think what gave Sonic CD its cult status is how few people actually played it until was re-released on literally everything. It's not as good as S3K and does have kinda messy level design in places, but I really dig the sci-fi aesthetic and the US soundtrack
1) find a past sign
2) find an area that allows you to speed up enough to use it
3) find the Metal Sonic projector
4) find the enemy generator
I think it was overrated in the late 90s and early 2000s when copies were rare and only owned by the rich kids and Sega diehards who lauded it as the best thing you never played.
But since then I think it's pretty much "rated". The garbage level layouts and rather unintuitive nature of the time travelling mechanic are well discussed at this point.
The thing about Sonic is that it's all about momentum. Flow. Not just building up that speed but managing to keep it. The best Sonic games are ones that allow you to race as fast as you can and maintain it through skill and good level design.
Sonic CD has one of that. Every five feet you're running out of road, smacking into an obstacle, hitting a bumper, or being launched into the sky in Wacky freaking Workbench. Sonic CD wants you to speed through the levels but it's just too freaking busy.
and then you have to master three freaking versions of each level.
Argh.
But Sonic CD is the ones that makes you master the momentum the most. It encourages exploring, there's always a faster path, you just need to explore.
Yes, it's not the best game for a first run if you want to "gott go fast" but that doesn't mean the level design is random or kills the flow. On the contrary, is a game that flows better than most without abusing of straightforward paths, You need to master the levels though.
Yep, it's my fav. Sonic game.
It's a solid game with inconsistent level design. 2 & 3&K are unquestionably better, IMO.
Wacky Workbench, in my opinion, is like a textbook example of how not to do a Sonic level. In a series where momentum is key, here's a level where there's no way to get momentum because you're stopped every five seconds by having to jump over another series of bounce pads.
On the other hand, Stardust Speedway is a ton of fun and is basically the antithesis to WW. So it goes both ways.
Yeah... as others have said, the level layouts were terrible and reminded me of fan made remix ROMs.
I bought Sonic Gems Collection for this. I was a dumb kid.
Well at leaat it was cheap.
At least you had other quality games to play like Sonic R and Sonic: The Fighters
I've never liked any of the Sonic games, the first one was okay but the speed aspect felt at odds with the platforming. Also I felt as if I'm missing a lot of the level design because I'm expected to be moving at speed at all times. The music has always been good though.
Hey, I can accept those that put 2, CD, or 3+K over it. Not too big on 3D Blast and Spinball though.
I'm cool with that. I like 3D blast, but spin ball was pretty bad.
I think it was overrated in the late 90s and early 2000s when copies were rare and only owned by the rich kids and Sega diehards who lauded it as the best thing you never played.
For me to poop on!Sonic Spinball is a great game.
The Sega CD is a 1x drive; Of course those transitions are necessary.
The busy and haphazard level design is the worst part about the game. Combine that with the four objectives that need to be reached every level:
1) find a past sign
2) find an area that allows you to speed up enough to use it
3) find the Metal Sonic projector
4) find the enemy generator
and the game quickly becomes a slog unless you know all the levels inside out.
It's not a bad game but it's my least fave Sonic.