Hello everyone
.
Continuing my journey into the classic era, diving into a Sega CD Classic, Sonic CD.
This game is a sequel to Sonic 2, actually, it was ONE of them. Sega Japan suggested work on Sonic 2 be split, as it had a lot of ideas for multiple versions of the same zones and time traveling mechanics. So they gutted those out of a version of Sonic 2, and turned that into its own game, which is this
.
The game is rooted within the style/world of Sonic 1, so assets and sprites mirror those found in Sonic 1. Even Sonic looks like he's ripped directly from Sonic 1:
Going into how the game works, you have seven zones with three acts in each (like Sonic 1) but unlike Sonic 1, the boss fights in Act 3 take up most of the stage and are always set in the 'Future'. Every act rather then being designed horizontally, with upper and lower paths being made for extra goodies, the level design mentality for CD is very different from Sonic 2.
It continue's the platforming focus Sonic 1 had but heavily using vertical level design with many upper and lower paths but the middle path being very simple in comparision. The reason for this is because of two new objectives before heading to the sign post; destroying the robot generator and Metal Sonic Holigrams. The former is in every 'Past' version of an act and once you destroy it, you get a good future for the zone. The latter is an extra focus that gets you more points when you beat the level.
If you ignore every robot generator? You get a bad future, where Robotnik takes over everything and the world looks ravaged.
Okay! Wait a minute man XD! Will explain things now
.
The way time travel works in Sonic CD is by hitting special signs (Past, Present, Future) creates a blue trail that follows Sonic around. Once you start running or rolling, the trail gets longer and go really fast for a set period of time (about....10-30 seconds), Sonic warps to that time period.
Depending your actions in each level when traveling into the future, you get either a good future, or a bad future. Here is an example
.
Good Future:
Bad Future:
The level designs change and alter depending on the time period, with good futures having more rings and goodies with no foes, while bad futures have more badniks to fight and more hazards to avoid. Has a great risk-reward system and makes getting good futures so rewarding in CD
.
CD in general has some of the best usage of the physics system sonic has in any Genesis game, as you're speed has massive impacts on the world around you. If you don't have skillful speed, you miss out on taking advantage of the time travel system. The 2011 re-release of CD is even better in this regard, as Sonic has his control style from Sonic 2/3&K, making things feel a lot more smoother than in the CD original (or the Gems Collection version).
Have a lot more to talk about here, such as the different zones, the boss fights and the amazing US & JP/EU scores, so stay tuned latter
!
Edit: This is major, as its a way current gen owners can play this. The 360 version of the 2011 re-release is BC with the Xbox One. So if you own an X1, you can play this
! Thank you The Sum of Zero for pointing this out to me
.
- - - - - -
Levels and Boss Encounters:
Sonic CD is very strange compared to the rest of the Genesis Era titles, with none matching CD in tone outside of maybe Knuckles Chaotix at some points (a game I will cover latter, never played it before
).
Very abstract visuals and design work, lots of bright colors and levels having far more detail then Sonic 1.
Some really creative locations and I love how latter games in the series try to capture this, mainly Sonic Colors. That game feels like a spiritual successor in some ways to CD with its visuals and amazing score.
Love CD for its presentation but the design of these levels are not like anything in Sonic 2 or 3&K. They are more maze-like at points and focus heavily on core platforming. But unlike Sonic 1, there are a lot of sections to play with your speed and thanks to the time travel mechanic, you are pushed into using your speed. So, its a nice balance.
Wacky Workbench, however.......
Hands down one of the worst designed levels in Sonic history (2D series wise). Its maze like structure is really hard to navigate and a level I just did not enjoy sadly
.
Bosses are all interesting, as they each have some fun mechanics.
One boss is on a converter belt with Sonic having to use his speed to burn away Robotnik's mech all while avoiding projectiles.
Another boss is the most famous:
While it has some issues with its level design, its great racing Metal Sonic. Having the iconic Stardust Speedway NA or JP theme play during the fight....makes it even more powerful
.
Overall, the bosses and levels are strong, making them all really enjoyable to go through outside of some specific examples.
- - - - - -
Music:
Oh, where to BEGIN
!
Sonic CD is a special case, as we got not one, but TWO soundtracks. NA and JP/EU got different soundtracks and both have some really outstanding tunes
. Will be posting more JP/EU tunes, as I loved them in the 2011 HD version but feel free to suggest tracks I looked over
.
Plamtree Panic Present JP/EU
Palmtree Panic Good Future JP/EU
Collision Chaos Present JP/EU
Collision Chaos Good Future NA
Tidal Tempest Present JP/EU
Tidal Tempest Good Future JP/EU & NA
Quartz Quadrant Present JP/EU
Quartz Quadrant Good Future JP/EU
Stardust Speedway Present JP/EU & NA
Stardust Speedway Good Future
Stardust Speedway Bad Future JP/EU & NA
Metallic Madness Present JP/EU & NA
Sonic Boom (NA)
Sonic You Can Do Anything (JP/EU)
Boss Theme Good/Bad Future NA
Extra: New Remix of Sonic Boom from Crush 40 & Cash Cash - https://www.youtube.com/watch?v=_BDelOVoHKw
Out of all the Classic Era music, Sonic CD easily stands up as a favorite
. Love, love LOVE this set of soundtracks
! Such musical variety all over the place, such memorable melodies ......such a great sound just springs from this game in all regions.
- - - - - -
Extra/Conclusion:
This game also has a few different versions. We have the different region soundtracks for NA & EU/JP but there is also the fact that the 2011 HD release that came out on PS3, Xbox 360, PC and iOS/Android fixes issues that many had with the original.
The controls for Sonic in CD are fine, but Sonic 2's controls work better on a few levels. In the 2011 version of CD, we got the Sonic 2 controls, meaning stronger spin-dash and physics that work a bit better with the level design. Not to mention you can unlock Tails when you beat the game (who can fly) and the fact that special stages run at 60FPS now.
Another plus is that you can switch between both the JP/EU soundtrack AND the NA soundtrack
!
Everyone interested in CD, get this version of the game. Hands-down the best way to play this gem of a title.
Going to close the thread with a post that I'm thankful someone posted here about the great animated intros/endings. Thank you SigmasonicX
!
Continuing my journey into the classic era, diving into a Sega CD Classic, Sonic CD.
This game is a sequel to Sonic 2, actually, it was ONE of them. Sega Japan suggested work on Sonic 2 be split, as it had a lot of ideas for multiple versions of the same zones and time traveling mechanics. So they gutted those out of a version of Sonic 2, and turned that into its own game, which is this
The game is rooted within the style/world of Sonic 1, so assets and sprites mirror those found in Sonic 1. Even Sonic looks like he's ripped directly from Sonic 1:
Going into how the game works, you have seven zones with three acts in each (like Sonic 1) but unlike Sonic 1, the boss fights in Act 3 take up most of the stage and are always set in the 'Future'. Every act rather then being designed horizontally, with upper and lower paths being made for extra goodies, the level design mentality for CD is very different from Sonic 2.
It continue's the platforming focus Sonic 1 had but heavily using vertical level design with many upper and lower paths but the middle path being very simple in comparision. The reason for this is because of two new objectives before heading to the sign post; destroying the robot generator and Metal Sonic Holigrams. The former is in every 'Past' version of an act and once you destroy it, you get a good future for the zone. The latter is an extra focus that gets you more points when you beat the level.
If you ignore every robot generator? You get a bad future, where Robotnik takes over everything and the world looks ravaged.
Okay! Wait a minute man XD! Will explain things now
The way time travel works in Sonic CD is by hitting special signs (Past, Present, Future) creates a blue trail that follows Sonic around. Once you start running or rolling, the trail gets longer and go really fast for a set period of time (about....10-30 seconds), Sonic warps to that time period.
Depending your actions in each level when traveling into the future, you get either a good future, or a bad future. Here is an example
Good Future:
Bad Future:
The level designs change and alter depending on the time period, with good futures having more rings and goodies with no foes, while bad futures have more badniks to fight and more hazards to avoid. Has a great risk-reward system and makes getting good futures so rewarding in CD
CD in general has some of the best usage of the physics system sonic has in any Genesis game, as you're speed has massive impacts on the world around you. If you don't have skillful speed, you miss out on taking advantage of the time travel system. The 2011 re-release of CD is even better in this regard, as Sonic has his control style from Sonic 2/3&K, making things feel a lot more smoother than in the CD original (or the Gems Collection version).
Have a lot more to talk about here, such as the different zones, the boss fights and the amazing US & JP/EU scores, so stay tuned latter
Edit: This is major, as its a way current gen owners can play this. The 360 version of the 2011 re-release is BC with the Xbox One. So if you own an X1, you can play this
- - - - - -
Levels and Boss Encounters:
Sonic CD is very strange compared to the rest of the Genesis Era titles, with none matching CD in tone outside of maybe Knuckles Chaotix at some points (a game I will cover latter, never played it before
Very abstract visuals and design work, lots of bright colors and levels having far more detail then Sonic 1.
Some really creative locations and I love how latter games in the series try to capture this, mainly Sonic Colors. That game feels like a spiritual successor in some ways to CD with its visuals and amazing score.
Love CD for its presentation but the design of these levels are not like anything in Sonic 2 or 3&K. They are more maze-like at points and focus heavily on core platforming. But unlike Sonic 1, there are a lot of sections to play with your speed and thanks to the time travel mechanic, you are pushed into using your speed. So, its a nice balance.
Wacky Workbench, however.......
Hands down one of the worst designed levels in Sonic history (2D series wise). Its maze like structure is really hard to navigate and a level I just did not enjoy sadly
Bosses are all interesting, as they each have some fun mechanics.
One boss is on a converter belt with Sonic having to use his speed to burn away Robotnik's mech all while avoiding projectiles.
Another boss is the most famous:
While it has some issues with its level design, its great racing Metal Sonic. Having the iconic Stardust Speedway NA or JP theme play during the fight....makes it even more powerful
Overall, the bosses and levels are strong, making them all really enjoyable to go through outside of some specific examples.
- - - - - -
Music:
Oh, where to BEGIN
Sonic CD is a special case, as we got not one, but TWO soundtracks. NA and JP/EU got different soundtracks and both have some really outstanding tunes
Plamtree Panic Present JP/EU
Palmtree Panic Good Future JP/EU
Collision Chaos Present JP/EU
Collision Chaos Good Future NA
Tidal Tempest Present JP/EU
Tidal Tempest Good Future JP/EU & NA
Quartz Quadrant Present JP/EU
Quartz Quadrant Good Future JP/EU
Stardust Speedway Present JP/EU & NA
Stardust Speedway Good Future
Stardust Speedway Bad Future JP/EU & NA
Metallic Madness Present JP/EU & NA
Sonic Boom (NA)
Sonic You Can Do Anything (JP/EU)
Boss Theme Good/Bad Future NA
Extra: New Remix of Sonic Boom from Crush 40 & Cash Cash - https://www.youtube.com/watch?v=_BDelOVoHKw
Out of all the Classic Era music, Sonic CD easily stands up as a favorite
- - - - - -
Extra/Conclusion:
This game also has a few different versions. We have the different region soundtracks for NA & EU/JP but there is also the fact that the 2011 HD release that came out on PS3, Xbox 360, PC and iOS/Android fixes issues that many had with the original.
The controls for Sonic in CD are fine, but Sonic 2's controls work better on a few levels. In the 2011 version of CD, we got the Sonic 2 controls, meaning stronger spin-dash and physics that work a bit better with the level design. Not to mention you can unlock Tails when you beat the game (who can fly) and the fact that special stages run at 60FPS now.
Another plus is that you can switch between both the JP/EU soundtrack AND the NA soundtrack
Everyone interested in CD, get this version of the game. Hands-down the best way to play this gem of a title.
Going to close the thread with a post that I'm thankful someone posted here about the great animated intros/endings. Thank you SigmasonicX
Also, no one is linking the animated parts?
EDIT: Ending clips in my previous clips were edited and the music didn't match, but these videos aren't.
Clips - US
Clips - Japan