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  • -- General Info --
    Title (Japan)
       Sonic the Hedgehog CD
    Title (Europe)
       Sonic CD
    Title (USA)
       Sonic CD
    System
       Sega Mega-CD
       PC
    Developer
       Sega of Japan
    Genre
       Platformer
    ESRB Rating
       E (PC)

    -- Release Info --
    -- Mega-CD Version --
    Japan
       September 23, 1993
    Europe
       October, 1993
    USA
       November 19, 1993

    -- PC Version --
    Japan
       August 9, 1996
    USA
       August 26, 1996
    Europe
       October 3, 1996

    -- Peripherals --
    Standard Controller
    Backup RAM

    -- PC Requirements --
    OS
       Windows 95/98
    CPU
       75Mhz Pentium
    RAM
       8 MB
    Graphics
       SVGA, 256 colors
    Sound
       Sound Blaster 16

    -- Game Credits --
    Executive Producer
       Hayao Nakayama
    Producers
       Minoru Kanari
       Makoto Oshitani
    Director
       Naoto Ohshima
    Program Director
       Keiichi Yamamoto
    Art Director
       Hiroyuki Kawaguchi
    Sound Director
       Yukifumi Makino
    Game Designers
       Hiroaki Chino
       Kenichi Ono
       Yuichiro Yokoyama
       Takao Miyoshi
       Akira Nishino
    Character Designer
       Kazuyuki Hoshino
    Landscape Designers
       Hiroyuki Kawaguchi
       Takumi Miyake
       Masahiro Sanpei
       Masato Nishimura
       Hideaki Kurata
    Special Stage Designers
       Kazuyuki Hoshino
       Yasushi Yamaguchi
    Special Stage Progammer    Keiichi Yamamoto
    Animation Programmers
       Yuichiro Mine
       Eiji Horita
    Animation Visual Directors
       Hiroyuki Kawaguchi
       Masahiro Sanpei
    Visual Design
       Kazuyuki Hoshino
       Takumi Miyake
    Chief Programmer
       Matsuhide Mizoguchi
    Programmers
       Yuichi Matsuoka
       Hiroshi Takei
       Tatsuya Satoh
       Noritaka Yakita
    Sound Effects
       Yukifumi Makino
    Sound Programmer
       Yukifumi Makino
    Sound Producer
       Hiroyuki Tanaka
    Music Producer (US)
       Spencer Nilsen
       David Young

    -- Options --
    Sega Mega CD
       Sonic the Hedgehog CD
    PC
       Sonic the Hedgehog CD

            


    Sonic the Hedgehog CD
       It's ironic that the first and last Sonic game for the Sega CD was never even touched by the man the series is usually attributed to (Yuji Naka). Sonic CD is, in fact, the brainchild of director (and Sonic's designer) Naoto Ohshima. CD is a stark contrast to the classic Sonic games in both style and feel, sporting a uniquely anime flair and a surreal fantasy story with psychadelic environments. Perhaps this is closer to the Sonic ideal that Ohshima envisioned as opposed to the Uekawa ideal that has come to be. Whatever the case, even the blue blur himself couldn't save the ill-conceived Sega CD, and Sonic CD -- like every good game for the system -- is relegated to the status of cult favorite.

    -- Quick Jump --
       [Story | Gameplay Info | Zones | Comparison | Codes | Behind the Screens | Cultural Notes | Miscellanea]


    -- Story --
       On one month of every year, a mysterious phenomenon occurs in the sky above Never Lake: a tiny, beautiful planet appears for a brief period of time. Known variably as the Little Planet or "The Planet of Miracles", the sphere is home to seven mysterious gems that control the passage of time. When these Time Stones awaken, miracles are sure to ensue... deserts turn to jungles and polluted waters become pure thanks to the time shift caused by the mystic jewels. It doesn't take an I.Q. of 300 to see the potential for gain, but Eggman's got one anyway so naturally he cites the Little Planet as the location for his next metallic fortress. As soon as the Planet appears, the Doc chains it down to a nearby mountain bearing, like everything else he builds, his own ugly mug. Eggman then takes advantage of the Little Planet's lack of boundaries on time and conquers the past so that he controls the future. Where's a speedy blue hedgehog when you need him?

       Why, he's on his way to Never Lake, of course. With absolutely no clue of Eggman's latest ambition, Sonic arrives on the shores of the lake and is shocked to see the legendary Little Planet chained to the local terrain. It doesn't take our hero three guesses to figure out the perpetrator of this deed, so Sonic dashes up one of the chains to free the Planet and throw a wrench into his rival's latest scheme. Unfortunately, Eggman had been clued in to his enemy's arrival, and had ample time to make preparations...

       Meanwhile, a young girl hedgehog named Amy Rose (aka Rosie the Rascal) is lured to the Little Planet by a card reading that told her of a destined encounter with Sonic. Once there, Amy becomes the perfect target for Eggman to make sure he's got Sonic's attention and to show off his latest, most sophisticated creation to date: Metal Sonic. Metal Sonic, a robot duplicate of our hedgehog hero, was designed to match Sonic's every move and even surpass his own namesake speed. This deadly new rival kidnaps Amy in front of Sonic's very eyes, then escapes with his prize to Eggman's base.


    -- Gameplay Info --
       The mascot code states that, at some point, every hero must have a game about time travel. This is Sonic's, and it fills the contingency quite nicely without falling into any of the cliché traps such a concept is prone to.

       The first thing you have to know about Sonic CD is that it controls a bit differently from traditional Sonic games. While the formula of running, collecting Rings, and spinning enemy robots is the same, Sonic moves with a much stiffer, more precise control. The level designs reflect this in that they seem to have alot more stuff going on in smaller areas as opposed to the broad and open style of other games in the series.

       Regardless of the alternate control scheme, CD plays just like a true blue-blooded Sonic title. The basic object is to get to the end of the stage (left to right) within the ten minute time limit, with plenty of loop-de-loops, Rings, springs, and other Sonicy things on the way. Monitors contain the classic five power-ups: Highspeed for a temporary burst of speed, Big 10 Ring for 10 Ring bonus, 1-Up for an extra life, Muteki for a temporary streak of invulnerability, and Barrier for a one-hit damage guard. Rings are scattered about and function in the traditional way: collect a bunch, lose 'em if you get hit, lose a chance if you get hit with no Rings, bonus points for all Rings on-hand at the end of a Zone (and the chance to enter the Special Stage if you've got at least 50). Yellow springs bounce you a short distance, red springs bounce you really far, and Point Markers mark your place in the Zone should you lose a chance.

       Sonic's got his usual running and spinning maneuvers, along with the Spin Dash and the new Peel Out. The Spin Dash functions somewhat differently than usual; it's more like a slingshot and is comparatively slow. A much easier means of gaining speed quickly is the Peel Out, which is performed by pressing up on the D-pad and one of the action buttons. Sonic will stand in place and kick up dirt until his legs blur and eventually take on a figure eight shape. Let go of the D-pad to cut loose, but keep in mind you can still take damage while performing the Peel Out.

       There are a total of seven stages each with three sub-divisions that, in any other Sonic game, would be known as Acts. I think one of their primary goals in creating Sonic CD, though, was to confuse the hell out of series fans so they decided to call them Zones. What would otherwise be known as "Zones" have no official name unless you believe the US instruction manual which refers to them as "rounds". You with me? Anyway, the first two Zones are actual level while the third is the boss round and not much more. Bosses are unique in that they only take three or four hits a piece to destroy, but the trade off is that just landing a hit is an accomplishment. Eggman's machines have some particularly nasty defense systems this time around.

       New to the mix are time warp signs. This is where Sonic CD's time travel system comes into play. In each Zone, you'll find a number of signs marked "Past" or "Future". Cross a sign to spin it around, making it useless for the rest of the stage. Once the sign has been turned, it will appear in the lower left-hand corner of the screen. While the sign is down there, start running. Once you've attained max speed, a trail of stars will appear behind Sonic and the sign will begin flashing. Should you lose speed or come to a stop during this phase, you'll blow the warp and the sign will disappear. If you're able to hold max speed for about three seconds, you'll warp to the time displayed on the sign. For example: if you're in the Present and you spin a "Past" sign, you'll be warped to the past. If you're in the Past and you spin a "Future" sign, you'll be warped to the Present. Simple, huh?

       With this time travel system in mind, each level has four different forms:

  • Past -- The stage as it used to be in times past. Eggman's already been here and has left one robot machine in each Zone: destroy it to enable the Good Future, instantly eliminating all enemies in the Past and Good Future scenarios for that Zone. Also look for the Metal Sonic hologram in each Zone: he's usually harassing the local wildlife. Destroy the hologram to see animals frolicking happily around the stage. If that's your thing, I mean...
  • Present -- This is the time you begin each Zone in, regardless of what time period you were in when you completed the previous stage. You can play it straight or pop into another time period for a visual change and the chance to make a Good Future.
  • Future -- This is the Future you get when you head there before destroying the robot machine in the Past. Eggman's long since assumed control, leaving a nasty, grimy, polluted mess akin to all those factory Zones he usually hangs out in. Zone 3, the boss round, always takes place in the Future unless you've made a Good Future in both of the previous Zones.
  • Good Future -- The ideal scenario. This is the level you get when you go to the Future after destroying the robot machine in the Past. There are no enemies to be seen, and animals prance happily about the beautiful scenery which is usually an ideal marriage of technology and nature. If you've made a Good Future in Zones 1 and 2 of any stage, Zone 3 will automatically be converted to a Good Future.

       The ideal journey for each stage, as mentioned, is to go to the Past and destroy the robot machine. From there, you can just clear the stage or head to the Future to view your handiwork. The boss round will always be in the Future: if you've made Good Futures in both of the action stages, the boss round will automatically be a Good Future. To get the good ending, every Zone in the game must have a Good Future.

  • Palmtree Panic -- The requisite tropical stage, and your first chance to check out one of the Sonic CD graphical quirks. Note that if you reach a high enough point in the stage, the background flips (kind of like NiGHTS in 2D). The vertical ramps are a good place to check this out. You'll find Amy Rose running around at the very end of Zone 1: if she grabs hold of you, she won't let go. Jump to evade her wicked grasp of temptation. Other enemies you'll encounter include:
    • Mosqui -- Mosquito bots that fly along a straight horizontal plane until Sonic passes underneath, at which point they dive straight downward and stick into the ground.
    • Batabata -- Not to be confused with the Sonic 1 fish bots of the same name, these butterfly bots that simply fly from one side of the screen to another. ("Batabata" is Japanese onomatopoeia for a flapping noise.)
    • Anton -- Unicycling ant bots that simply roll back and forth along a plane.

    Boss: Eggman attacks you with his EGG-HVC-D01. With spiked shoesies and bumper hands that act as shields, your only real chance to attack is right before he charges, at which point he retracts the shield-bumper-hand things leaving himself vulnerable. A bumper falls off after each hit, making him a bit easier to attack each time.

    present past good future boss / bad future
    Collision Chaos -- There are alot of really, really weird Sonic Zones, but this one -- possibly more than any other -- absolutely lacks description. It is one of those pinball stages, so most of the time you're being knocked about praying you don't land on spikes. At the very beginning of Zone 1, you're introduced to Metal Sonic who makes off with Amy, the metallic pervert. Enemies you'll encounter include:
    • Kamakama -- Mantis bots which look slightly less threatening than Sonic 2's Kamakillers, but attack in the same sort of way. Unlike their slightly more annoying cousins, Kamakamas are capable of moving back and forth in a small area. ("Kama" is the Japanese word for sickle and "kamakiri" is the word for mantis.)
    • ??? -- Nameless flying bots hang on walls and drop off to fly toward you similar to Sonic 1's Meleons.

    Boss: Eggman's hanging around at the top of a pinball arena and your job is simply to bounce, bump, and flip your way up to him. He drops mines to slow you down, but once you've made it to the top, just jump and hit him three times.

    present past good future boss / bad future
    Tidal Tempest -- The latest incarnation of those infernal underwater ruins. As usual, stay underwater for too long and a countdown will begin. If you don't reach the surface or find an air bubble before the countdown is out, you lose a chance. Enemies you'll encounter include:
    • Tagataga -- Weird crustacean bots that swim back and forth in a small area. When they spot Sonic, they pause briefly to fire off a couple of flashing projectiles, then dash off the screen.
    • ??? -- Nameless dragonfly enemies that simply fly back and forth in a small area. They move faster than Batabata.

    Boss: In the first phase, you have to chase Eggman down through an endless maze, making sure to get close enough to attack. After taking four hits, the Doc will retreat to an underwater arena where he'll pull air bubbles from the ground and surround his mobile with them. Those air bubbles serve as two things: oxygen for your own life and a shield for Eggman. Inhale enough bubbles to leave a big enough opening to attack through, but avoid the little projectiles he fires at you. All he takes is one hit.

    present past good future boss / bad future
    Quartz Quadrant -- There's a mining operation going on in these natural caverns. Conveyor belts alter your speed, but their direction can be changed by touching the signs. Enemies you'll encounter include:
    • Kumokumo -- Spider bots that leap vertically, but are incapable of horizontal movement. They attack by firing off a web thing that briefly slows Sonic down if it contacts. ("Kumo" is the Japanese word for spider.)
    • Noronoro -- Snail bots with spiked shells that simply trudge back and forth in a small area. The spikes retract and extend at regular intervals. ("Noronoro" means slowly or sluggishly.)
    • Sasori -- Scorpion bots that roll back and forth over a small area. Every once in a bit they pause to fire a flashing projectile. ("Sasori" is the Japanese word for scorpion.)
    • ??? -- Nameless caterpillar bots that bear a striking resemblance to Sonic 1's Naaru. The move in the same way, but their segments don't scatter when hit incorrectly. Some of them have spiked backs, others are smooth as a baby's butt.

    Boss: You're in a small arena where Sonic is running against the flow of a conveyor belt (that leads into spikes) with Eggman standing in sort of a tube thing (like from Sonic 1's Final Zone) on the other end. Just hit him once to knock him down into the conveyor belt, then kick up the speed. As Sonic runs, the conveyor belt speeds up, brushing against the bottom of Eggman's tube until it eventually wears through. The only attack Eggman has is to occasionally throw a mine that, when it hits the ground, splits into four smaller mines.

    present past good future boss / bad future
    Wacky Workbench -- Unlike most levels in the game, Wacky Workbench works on a vertical level as opposed to horizontal. If you touch the ground when it's flashing, you'll be bounced high into the air, where most of the action takes place on moving platforms. In another nod to 8-bit Sonic 1, electrical conduits that are strewn about the background will shock you if you touch them when they're flashing. In Zone 1 Past, keep an eye open for a small hidden alcove with a goddess statue in it. The statue spouts Rings like a fountain. In the Future, the statue is replaced by a golden Eggman statue. Destroy it and mines fall from the ceiling. Weird... Enemies you'll encounter include:
    • Battapyon -- Springy grasshopper bots that bounce around all over the place. ("Batta" is the Japanese word for grasshopper, "pyonpyon" means hopping.)
    • ??? -- Nameless bumble bee robots that look exactly like Metalic Madness's Poubii enemies, only without the swinging mace.
    • ??? -- Nameless cylindrical bots that hang from ceilings and drop down when Sonic approaches. They extend and retract spikes periodically, and are invulnerable when spiked.

    Boss: This time, Eggman tries to escape in a vertical arena with three rooms. In the first room, hit him once and he dashes upward, breaking through the ceiling above. Four chunks of ceiling will fall: don't let 'em smush you, but jump on top of one of the two inner pieces. Now, the floor will be electrified and the four chunks of ceiling will be catapulted into the air. You need to leap through the hole in the ceiling (which then technically becomes the floor), but your weight will slow down the chunk of ceiling you're on, so you need to first jump to the nearest one. (If you're on one of the two outer pieces of ceiling, you will be smushed.) Repeat this process two more times, keeping in mind that on the third round, spikes will also fall from the ceiling in addition to the chunks of metal.

    present past good future boss / bad future
    Stardust Speedway -- Sonic CD's version of the aerial highway stage features a giant cathedral-esque structure in the middle of the city. In the Present, it's a giant golden Eggman statue in the construction phase. In the Past, it's a Russian style palace. In the Future, it's a fully built golden Eggman statue. In the Good Future, it's a more modern building with Greek style architecture. Enemies you'll encounter include:
    • ??? -- Nameless louse enemies that crawl over a small area, but roll into a ball to attack as soon as Sonic approaches.
    • ??? -- Nameless flying enemies that rotate around platforms in a corkscrew pattern.
    • ??? -- Nameless bird enemies followed by numerous shadow images of themselves. They attack by firing off the shadow images in all directions.

    Boss: This isn't a boss: it's a race. Your opponent is Metal Sonic, meaning that he isn't going to play fair. The course is straightforward, but littered with obstacles which you have to jump over or otherwise avoid while Metal can simply tear right through. Additionally, every time you pull ahead, Metal will glow with electricity and nail you. Don't slow down either, because Eggman is trailing not far behind in his Eggmobile, tearing up the highway with a powerful laser beam. Beat Metal to the end and he slams into a wall, at which point Eggman runs off (as usual). At this point, Amy Rose is freed and there's only one line of business left to attend...

    present past good future boss / bad future
    Metallic Madness -- Like the Metropolis Zone, Metallic Madness seems to take place mostly inside a giant factory of some sort. In Zone 2, you get to send Sonic through shrink lasers which reduce him down to his "continue" sprite in order to navigate narrow tunnels. Immediately before fighting the boss, you'll encounter a trio of tricky firefly bots which fly back and forth to different points in the arena, pausing only to fire laser beams below. Other enemies you'll encounter include:
    • Mekabu -- Beetle bots guarded in the front by a spinning blade. They move back and forth over a small area, raising and lowering the blade.
    • Poubii -- Bumble bee bots that fly from the right side of the screen to the left, swinging a mace from their abdomens.
    • ??? -- Nameless crawling enemies with hinges on their backsides. They always face a single direction and crawl slowly along a small area. Try to attack them from behind, and they'll catch Sonic in his spin attack and send him rolling in the opposite direction.
    • ??? -- Nameless bots which are identical to Sonic 1's Bomb enemies, only much larger. They're usually found alone, but their explosions cover a much wider area than their miniscule cousins.

    Boss: Eggman's final machine is simple enough: it's his normal Eggmobile with four panels circling the exterior. The trick is to reach between the panels to land a hit. Each time Eggman takes damage, one of the panels falls off and his method of attack changes. In the first two rounds, he'll lower himself to the ground and roll across the arena. In round three, he shoots off his remaining two panels which then fall vertically onto the arena. In the final round, he'll fire off his last panel which then falls into the arena at an angle.

    present past good future boss / bad future

       If all that running back and forth between time zones is too much hassle but you still want the good ending, you could opt to shoot for the seven Time Stones. To get a chance at a Time Stone, get to the end of any Zone (barring boss stages) with at least 50 Rings on-hand. There will be a giant Ring hovering above the sign, and you know what to do with that.

       The Special Zones (Special Stages in any other Sonic game), as usual, are psuedo-3D. These guys take advantage of the Sega CD's sprite scrolling capabilities and find Sonic on a flat, square arena. He moves forward automatically, so your only job is to steer him in the right direction and have him jump when necessary. Hovering off the ground are six UFOs which must be destroyed within the time limit. Now here's the catch: there are a number of obstacles on the ground and the UFOs move in seemingly erratic patterns around the arena, so it becomes a huge task of trial & error to learn the quickest route around the field. After destroying a UFO, you'll receive one of two items: Highspeed which bestow you with a temporary burst of speed, or a Big 10 Ring which gives you a 10 Ring bonus. Additionally, when the time limit drops to 20 seconds, a special blue UFO will appear over the center of the arena: destroy it to get another 30 seconds added to the clock. Obstacles to watch out for (or take advantage of) on the ground include:
  • terrain -- When you're not on the road, you're on the ground, which slows you down to minimum speed.
  • Water -- Water is your biggest enemy in the Special Zones. Stepping in it not only slows Sonic down to minimum speed, but for each second you spend in the pond a merciless 10 seconds are shaved off the timer.
  • chopper blocks -- These things make Sonic fall flat on his face, forcing you to come to a total stop and robbing you of some Rings to boot.
  • fan blocks -- Send you soaring through the air. They're great for getting around the arena and reaching hard-to-hit UFOs, but watch where you land...
  • spring blocks -- Bounce you high into the air.
  • dash panels -- Send you zipping at max speed in the direction of the arrow.
  • bumpers -- Bounce you around, but usually (usually) protect you from falling into the water.

       One other thing Sonic CD touts that older games in the series can't are numerous gameplay modes. You can start a New Game which saves automatically after each stage you complete, after which you'll be able to select the Continue option from the title screen. 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 levels and Special Zones 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 frolic happily; along with the text: "Congratulations [your initials here]! You are greatest player!") 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.


  • -- Comparison --
       The screenshots above are all taken from the PC version of the game. There is no graphical or mechanical difference between the original Mega CD version and its PC counterpart; the two games are completely identical. The only addition to the PC version is the complete, uncut opening sequence, running at full animation.
    -- Codes --
    Level-select: (Mega-CD version) At the title screen, press: Up, Down, Down, Left, Right, B.
    (PC version) At the title screen, press: Up, Down, Down, Left, Right, SPACE.

    Pro Scores: (Mega-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: (Mega-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: (Mega-CD version) Input the Sound Test code. Adjust the numbers to match these settings: FM#40, PCM#12, DA#11. Press START. A picture of Tails will appear with the text "See You Next Game -- Judy Totoya". 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: (Mega-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: (Mega-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
    • Sega Forever: FM#46, PCM#12, DA#25
    • Demonic Sonic: FM#42, PCM#04, DA#21
    • Yuakuru: FM#44, PCM#11, DA#09
    (PC version) At the Sound Test menu, adjust the numbers to match the indicated settings:
    • See You Next Game: PCM#12, DA#11
    • DJ Sonic: PCM#03, DA#01
    • Demonic Sonic: PCM#04, DA#21
    • Sega Forever: PCM#12, DA#25
    • Yuakuru: 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...


    -- Behind the Screens --
       The US release of the game was held up a few months while a whole new soundtrack was being produced by Spencer Nilsen, who was behind many 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 Naofumi Hataya score left intact. The battle wages on even today.

       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.


    -- Miscellanea --
    • In the US manual, Amy Rose is referred to as "Princess Sally." This was probably intended to tie in with the newly released 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).

    Compiled and written by Jared "
    Green Gibbon!" Matte. Screenshots are of the PC version. Manual translation thanks to Michael Stearns. Hosting provided by Emulation Zone and Emulation World.