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Sonic the Hedgehog CD
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Name: Sonic the Hedgehog CD
Other Names (Nicknames): Sonic CD, “The Best/Last Good Sonic Game”
Release Dates:
September 23rd, 1993 - Japan
October, 1993 - Europe
November 19th, 1993 - North America
Quality: 16-Bit, Side-Scrolling Platformer
Game System(s): Sega Mega CD
Also released on:
(1). PC - Sonic the Hedgehog CD PC Version
(2). Nintendo GameCube - Sonic Gems Collection
Developer(s): Sonic Team
Publisher(s): Sega
Credits:
Executive Producer: Hayao Nakayama
Producers: Minoru Kanari, Makoto Oshitani
Director: Naoto Oshima
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, Judy Totoya
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
Development Support: Al Nilsen
Promoter: Hiroyuki Tanaka
Music (Original/JPN): Naofumi Hataya and Masafumi Ogata
Music (US): Spencer Nilsen, David Young
Character Introductions: Amy Rose (Rosy the Rascal) and Metal Sonic.
Region Game Takes Place On: Little Planet, the Planet of Miracles.
Concept Introductions: Sonic CD was the first and so far only Sonic game that completely revolved its gameplay and storyline around in-game time travel. You were able to travel into the past and future of each zone by passing past or future sign posts that were scattered about the board. The 7 Time Stones (colors: green, orange, yellow, blue, aqua-green, purple, and red) were introduced in Sonic CD as well, which, once collected, ensures the good ending. Sonic's new maneuver, the Super Peel Out is also introduced, where Sonic runs in place, revving up his legs into a figure 8 shape before he accelerates off at a high speed — virtually useless in comparison to the more offensively minded spin dash. Super Peel Out is meant entirely for looks.
Concept Deductions: Not a lot is deducted from Sonic CD, despite what many would think from its totally different style. Its gameplay is a lot like Sonic 1's. The powerups look the same (and have the same variety), special stage access is the same, and the checkpoint markers are also the same. Eggman's egg mobile looks different, and the spin dash does not take the shape of a diagonally-pivoted, revving oval like it's supposed to. It instead looks like Sonic's regular spinball form, gyrating in place.
Main Framework: Abstract level design. There’s stuff all over the place, so it’s very easy for new players to get lost.
Storyline:
On a certain month of every
year, a tiny planet appears in the skies over the Never Lake. This small planet
is none other than Little Planet, AKA the Planet of Miracles. Little Planet is
home to 7 mysterious jewels that can altar the passage of time. If all of them
are collected, miracles are sure to ensue: deserts turn to lush jungles, and
murky waters purify! But of course, there is a very certain mad scientist who
has other plans for these gems. Once the planet appeared, Dr. Robotnik
immediately bounded the tiny world to a giant mountain with his face carved in
it, linked by a huge chain. Dr. Robotnik then wasted no time in high-tailing
his butt over there to take control of Little Planet's past so he will then
have complete control over it in the future.
Sonic was
seen rushing through the plains before he would then spot the Little Planet
chained up to the mountain. And upon seeing the wicked carving of Eggman's
filthy mug along its surface, Sonic knew exactly who the perpetrator was. So
the hedgehog immediately went dashing up the chain and to the planet to rip
Eggman a new one. Problem was, Sonic didn't even know Eggman was up to this
until that very point, so Eggman had quite a lot of time to prepare.
Meanwhile, back on Sonic's world, a young hedgehog girl by the name of Amy Rose was using her tarot cards to predict her future. They tell her that she will meet her idol, Sonic, on the Little Planet. So needless to say, she packed up and hauled pink hedgehog fanny over to the Little Planet as well. However, once Eggman finds out she is there, he finds she is the perfect target, sending out his new metal duplicate of Sonic, Metal Sonic, to go out and catch her, and that it did. Metal Sonic captured Amy right before Sonic's very eyes, making off with its new hostage. Sonic then knew it was up to him to save her and stop Eggman at the same time!
Personal
Criticism/Opinion (by Nuclear Envoy):
Where Sonic The Hedgehog 2 added a more realistic touch
to the environment, Sonic CD added a much more bizarre, dream-like one; almost
psychedelic, I go as far as to say. Sonic CD's environments have a rather odd
feel to them: many floating lights, giant open spaces, and a lot more is going
on no matter where you go. Perhaps the oddest of the zones in Sonic CD is
Collision Chaos, which emphasizes this surreal environment the best out of all
of them.
Sonic CD
was also a landmark game for the Sonic series, since it was the first Sonic
game fully directed by Sonic's original designer, Naoto Ohshima. So that makes
Sonic CD the only game that is meant to give you a vision of how Sonic would
have been if it were completely up to his original designer. The gameplay is
pretty much the same classic regimen — run through zones, destroy robots,
collect rings and gems to beat Eggman's master plan. But the time travel bit
was a new addition to Sonic CD, enabling you travel into the past of the zones,
and its two futures (good or bad future). In order to get the good future, you
had to travel into the past and destroy the two robotic devices Eggman left to
take over in the future (which included a machine that projected a hologram of
Metal Sonic, and the badnik dispatching machine). You could also just collect
the 7 Time Stones and the future would always remain good. Sonic CD was also
the very first Sonic game that utilized save game technology, where you leave
off on the last level you were on.
Sonic
CD's special stages, in my opinion, are the best special stages in all Sonic
games. The objective was to run around on a large field situated in the middle
of nowhere and destroy 6 UFOs to obtain a time stone. The Special Stages were
yet another bizarre concept of Sonic CD, but what's fun is the explosions with
each UFO you destroy — you can't help but get a huge sense of accomplishment
when you see the smoke and fire booming across the screen.
Sonic
CD's character introductions were two characters that are today a favorite
among many fans: Amy and Metal Sonic. However, neither of them are playable in
this game. Amy just sits there following Sonic around or hugging him while
Metal Sonic appears once to take Amy away and a second time when you race him
at Stardust Speedway's future. To this day, Amy and Metal Sonic are still main
characters in the series, Amy more so than Metal Sonic (what a sacrilege).
The boss fights in Sonic CD were disappointingly easy. Is that just ME or did anybody else have an easy time with them? I don't know. It only takes four hits to take each boss out. HITTING them in the first place seemed to be what the problem was. The last boss in particular is a simple job. So winning Sonic CD is nothing short of a cake feast. The only hard objective is nailing the 7 time stones without pulling your hair out on the last three Special Stages. Overall though, hey, Sonic CD is a great game. It's a landmark title for the Sonic series and for those who actually had a chance to play it, is one of their top 5 favorites. It's my second favorite, actually.
GAMER'S
PERSPECTIVE:
Replay value?
Awesome. Just like all of the older Sonic games, I can play them and beat them
over and over again without ever getting tired.
Graphics? Sonic
CD's graphics are generally of the same style as Sonic The Hedgehog's. Sonic's
sprite and running animation is the same and the level design and spriting are
roughly the same as well.
Music & Sound
Effects? Since Sonic CD was released as a CD, this enabled it to have an
actual, real media soundtrack score. In fact, from an audio standpoint, Sonic
CD is the most controversial of all the Sonic games, since the North American
version has an entirely separate soundtrack. While the Japanese soundtrack is a
lot more poppy, trance or jive oriented, the North American soundtrack has a
lot of guitar synths and rock effects to it. Personally, I like the North
American soundtrack more than the Japanese one. It sounds a lot more high
quality and… well, let's face it, sounds like a lot more work was put into it.
The US soundtrack also contributes to the surreal chic of Sonic CD more. I mean
come on, who can REALLY beat the US version's Stardust Speedway Present theme?
There are plenty of Sonic Team purists who'd be willing to bash my head in for
for thinking this, but hey, screw em'. The sound effects of Sonic CD are
different from the other games as well. Sonic's jumping and spindash (and super
peel out) sounds have changed, along with many other sound effects that passed
on through Sonic 1 and 2. The sound effects from Sonic 1 and 2 are better.
Storyline?
Little Planet was well integrated into the Sonic storyline through this game, I
won't lie. Like all old Sonic games, the storyline is just there for flavor, as
the developers just wanted to focus primarily on the gameplay. But as usual, it
lacked depth, and the character analysis leaves a lot to be desired.
OVERALL RATING? I rate Sonic CD as a 9/10.