Sonic the Hedgehog CD

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Sonic the Hedgehog CD
Developer(s) Sega, Sonic Team
Publisher(s) Sega
Designer(s) Naoto Ohshima (director), Kazuyuki Hoshino, Takumi Miyake (Design), Matsuhide Mizoguchi (programming)
Release date(s) JP September 23, 1993
EU October, 1993
NA November 19, 1993
JP August 9, 1996 (PC)
NA August 26, 1996 (PC)
EU October 3, 1996 (PC)
Genre(s) Platformer
Mode(s) Single player
Rating(s) ESRB: K-A (Windows version) (1995)
VRC: GA
Platform(s) Sega Mega-CD
(PC)
GameCube (as part of Sonic Gems Collection)
PlayStation 2 (as part of Sonic Gems Collection)
Media CD-ROM
System requirements Windows 95, 75 MHz Pentium CPU, SVGA, 2X CD-ROM, 15 MB hard disk space
Input Computer keyboard, Game controller

Sonic the Hedgehog CD (ソニック・ザ・ヘッジホッグCD Sonikku za Hejjihoggu Shīdī?) is a platform game in the Sonic the Hedgehog series, developed and published by Sega. It marked the first official appearance of both Metal Sonic and Amy Rose. It was released for the Sega Mega-CD in Japan on September 23, 1993, in Europe in October, 1993, and finally for the Sega CD in North America on November 19, 1993. The game was ported to PC CD-ROM in 1996.

Contents

[edit] Storyline

Title screen of Sonic CD
Title screen of Sonic CD

For one month out of every year, a tiny planet appears in the skies above Never Lake. This mysterious place harbours seven ancient gems that control the passage of time. Intrigued by the unusual power of these stones, Dr. Robotnik has descended upon the little planet and hatched a new scheme which will enable him to control time and rule the world.

Fortunately, Sonic the Hedgehog has caught wind of Robotnik's evil schemes and plans to stop the doctor at all cost. However, to complicate matters Dr. Robotnik has kidnapped the young hedgehog Amy Rose, and uses her to bait Sonic and keep the hedgehog off trail. To that end, he deploys his most sophisticated and diabolical machine to date: a robot duplicate of the hedgehog hero, designed to match Sonic's every move and even surpass his own namesake's speed.

Now, Sonic must gather the Time Stones before Dr. Robotnik can; defeat Robotnik and Metal Sonic and save Amy Rose.

[edit] Gameplay

The game's key element is the manner in which the player can travel to 4 different versions of each level in 3 different time periods. This is accomplished by speed posts scattered around the level, bearing the labels "Past", and "Future". After running through one of these posts, the player has to run at top speed for a few seconds without stopping to travel into the respective time period. There are no "Past" signs in the Past and no "Future" signs in the Future. Each stage has three "Acts" (Although they are called "Zones" in this game, see below), the third of which always takes place in the future. If Sonic destroys Dr. Robotnik's robot generator in the past in the first two acts of a stage, he will then travel to the different "Good Future" which typically features a perfect marriage of nature and technology with no enemies. (In addition, there are fewer enemies in the past and present.) However, if he immediately travels to the Future without first destroying Eggman's robot generator in the Past, he will travel to the "Bad Future", which contains environmental hazards depending on the kind of level (Such as poisoned water, corroded structures, etc.). By completing all the good futures or by collecting the 7 Time Stones in the Special Stages (which automatically destroys all of Eggman's robot generators), Sonic will finish the game with the good ending. It is also interesting to note that if the player destroys the holograms of Metal Sonic in the past, animals will roam freely during the course of a good future stage. It is not needed to complete the game, however, it will finish the game with a Perfect.

The game itself has Sonic feeling generally more sluggish than normal. The spin dash he does is different to that of Sonic 2's; the position he takes in both games is different. A new move was added to complement the spin dash: the Super Peel-Out (AKA Strike Dash, AKA Figure 8). The Super Peel-Out, performed in a manner much the reverse of the spin dash, by pressing up and any trigger button, causes Sonic to rev in position until you release the button, at which point he speeds off. The difference between the spindash and the Super Peelout is the spindash damages enemies who get in its way, due to Sonic's curled attacking pose; the Super Peelout, whilst quicker to charge up than the spin dash, does no damage, instead leaving Sonic vulnerable to attack (however, this can be foiled by pressing down immediately after performing the super peelout, sending Sonic into a roll that is just as fast as the super peelout as well as making him invulnerable to enemy attack (Excluding spikes, falls, and crushes etc.)).

[edit] Levels

[edit] Rounds

What would typically be called a "Zone" in other Sonic games is called a "Round" in Sonic CD. Likewise, an "Act" now becomes a "Zone". In the level select screen, levels are listed according to round numbers. For example, what the level select refers to as "Round 1" is Palmtree Panic. "Round 2", however, is missing; the level select instead skips directly to "Round 3" (Collision Chaos), suggesting a level was cut during development. This is even featured in the PC version, where files for each level are separated into folders - there are folders named "R1" and "R3", but no "R2". In total there are seven rounds to complete, each in three different time zones, essentially making it four different levels per Round, for a total of 84 original level designs.

  • Palmtree Panic: A tropical level with mountains and waterfalls in the background. The past features a more prehistoric looking Palmtree Panic. The bad future is completely mechanized with smog in the air and oil in the water. The good future is also mechanized but bright, vivid, colorful, and clean, with potted plants and trees adorning the area as well.
  • Collision Chaos: A traditional pinball style level. In the past, Collision Chaos is a dreamlike, orange-tinted version of the level. The bad future is dark and creepy with gray machines. The good future shows a bright green and blue futuristic zone.
  • Tidal Tempest: An underwater area. In the past it was an underground cavern, untouched by man or machine. The bad future shows a broken down, polluted, over-industrialized water plant. In the good future Tidal Tempest is a fully operational turquoise aquarium harboring much plant life and fish. The water level appears to have risen over time: it was low in the past, higher in the present, and at its highest in either future.
  • Quartz Quadrant: Quartz Quadrant is a busy place with conveyor belts and platforms. The appearance of this level changes drastically throughout each time zone. It is a swamp in the past, a cave in the present, a metal-covered mine in the bad future, and a golden-colored city in the good future.
  • Wacky Workbench: A factory level located in a canyon. The past features an early construction of the Workbench. In the bad future the level is ruined and rusty, while the good future shows an advanced pink/purple plant similar to that of a fictional toy factory.
  • Stardust Speedway: One of the fastest rounds in Sonic's history. Stardust Speedway is a highway adorned with musical instruments above an enormous city. In the past, it resembles a Roman city and vines adorn the highway. In the bad future, Stardust Speedway has become a corrupted, polluted dystopian city underneath a large electrical storm. The good future looks like a giant futuristic amusement park, with bright pink and green colors dominating the landscape.
  • Metallic Madness: Robotnik's base of operations on the Little Planet. Near the end of Zone 2, Sonic is shrunk and must make his way through small passageways before he can be restored to normal size. The past shows the base still in construction with cranes adorning the skyline, while in the bad future Metallic Madness is a brown and completely broken-down factory ruined from neglect. The good future still shows a mechanized factory but it has become more in tune with nature, as though Robotnik was never there.

[edit] Special stages

As in Sonic the Hedgehog, special stages can be accessed at the end of each zone if the player has collected, and is holding on to at least 50 rings. A giant ring will float above the finishing sign which Sonic can jump through to enter the special stage.

The special stage consists of a three-dimensional, flat surface. To complete a stage and collect the Time Stone reward, the player must seek and destroy six UFOs flying around the stage. The UFOs move around in an erratic fashion, which can make them hard to hit. If a UFO is destroyed, it gives a prize. A Ring Bonus for UFOs with yellow frames, and a temporary speed boost for ones with white frames. If the timer goes below 20 seconds, a special blue-and-red UFO appears in the center. Although this UFO doesn't count towards the actual UFO count (in other words, the number won't decrease), it awards the player an extra 30 seconds, allowing them more time.

In addition, there are many different types of stage environment that can make or break your game. Springs bounce you upward, bumpers bounce you back if you try to stray off-course, fans make you hover for a short time, chopper tiles slow you down and cause you to lose rings, and dash panels force you into different directions. If you step into the water portions of the stage, you'll proceed slower and quickly lose time, so stay out of them if possible. In the Special Stage Time Attack, the water does not cause a time penalty.

[edit] Development

After the release of Sonic the Hedgehog, Lead Programmer Yuji Naka had grown dissatisfied with the rigid corporate policies at Sega, so he moved to the United States to work with the Sega Technical Institute. Incidentally, a large number of the original design team of Sonic also left for the U.S., to help instruct the American developers. With half of Sonic Team and two of its most important creators present, the Sega Technical Institute eventually got the job to develop Sonic the Hedgehog 2.

Meanwhile in Japan, Sonic CD was handled by a separate development team, headed by Sonic creator Naoto Ohshima. Initially, as revealed in interviews and magazine clippings [1], Sonic CD, and Sonic 2 for the Mega Drive/Genesis, Master System and Game Gear were all supposed to be the same game. However, during development, Sonic CD evolved into a vastly different type of game. Eventually, the gameplay of Sonic 2 would be favoured for the future games, but this explains why the theme and handling of Sonic CD are different, as well as the use of most of Sonic 1's sprites for Sonic. The time posts also had sprites similar to Knuckles' Chaotix.

Sonic CD was released after Sonic the Hedgehog 2 but before Sonic the Hedgehog 3. Some fans believe the story of Sonic CD either takes place before Sonic 2 or after Sonic & Knuckles due to the fact that Sonic 3 takes place where Sonic 2 left off. However, due to considerable delays, it is apparent that Sonic CD was supposed to launch at the same time, if not before, Sonic 2.

[edit] Soundtrack Differences

The US and Japanese versions feature two different soundtracks, with the European release sharing the Japanese soundtrack. The Japanese soundtrack was composed by Naofumi Hataya, and featured songs by Keiko Utoku. The songs were entitled "Sonic - You Can Do Anything" and "Cosmic Eternity - Believe In Yourself".

The US version was delayed a few months to have a new soundtrack composed by Spencer Nilsen, who did other Sega CD soundtracks as well as some early Sega Saturn soundtracks. All the music (save for the Past tunes, which were in PCM audio rather than Red Book CD Audio) was replaced, and new themes were composed. The new theme was "Sonic Boom", performed by Pastiche (Sandy Cressman, Jenny Meltzer and Becky West). Both the opening and ending had similar lyrics but different instrumentation. This is credited as the "Special Edition for North America" soundtrack.

The intro and ending FMV sequences were slightly re-edited to fit in time with the respective music. Since then, every re-release of the game in the US (up to this point) exclusively has this soundtrack, including both the PC version and the one in Sonic Gems Collection (the latter having the Japanese soundtrack in Japan but with the slightly altered programming of the US version's) as well as in the special features section of Sonic Mega Collection; apparently due to licensing issues, the Japanese soundtrack has never made it to the States. However, it has surfaced in Sonic Screensaver and Sonic Jam and as several remixes in some 8-bit Sonic games, making it seem to be a faulty argument.

This, rather infamously, caused the biggest JP/US version differentiation review clash ever when GameFan magazine, who gave the Japanese version 100%, gave the game a less-than-flattering score for the US version and it was made clear that the score had been based on the US version's soundtrack alone, as rather than any changes in the gameplay.

It is interesting to note, that the last development version of Sonic CD (after the Japanese release) which was run on American NTSC systems, contained the Japanese soundtrack completely intact, indicating that at one point in localization, the soundtrack wasn't considered for revision. However, when it came time to release, the soundtrack was completely replaced [2] [3].

[edit] Ports

Sonic CD was ported to PC CD-ROM in 1996, marking Sonic's debut on the PC under the Sega PC brand. This version was released in Japan on August 9, 1996, in North America in August 26, 1996, and in Europe in October 3, 1996. Among the most noteworthy changes of this version was the fact that the entire FMV animated intro and ending sequence is available for this version. The Mega-CD version only had a truncated version of the intro and ending sequence. The Japanese version of the game had its manual translated from the US version, and all versions had the US soundtrack, with the "Past" tunes converted to normal CD tracks.

Due to the design of Microsoft DirectX in Windows NT-based machines (namely, Windows NT, Windows 2000, and Windows XP), the installation program for the game can crash. While this can be worked around (usually by using compatibility modes in Windows XP, which rarely works on Sonic CD's installer), the program will still not execute. Using a third-party patch written by a member of the Sonic community, Sonic CD will run on the latest versions of Windows.

While the DirectX version of Sonic CD for PC is the most common and the best-selling initial commercial game for Windows 95, it is not the first version of Sonic CD for PC. The original version of Sonic CD for PC was powered using Dino libraries, an Intel-developed precursor to DirectX. This version of Sonic CD was never individually sold at retail, it was only sold with Packard Bell computers as a pre-installed game, and sold as double-paks along with other PC Sonic games. Upon the release of DirectX 3, Sega ported the Dino dependencies to DirectX calls and released Sonic CD in its DirectX form.

The PC version featured a few minor enhancements. Mainly, the movies were partially restored, and the Special Stages run faster. Several effects, such as the title screen, run faster. The game can also perform in 60 frames per second instead of the original 30. These changes are also seen in Sonic Gems Collection, in which the speed-up in the Special Stages due to the framerate increment is much evident, making these harder to play. In addition to the PC port, Sonic CD is part of the Nintendo GameCube (and, in Japan and Europe, PlayStation 2) compilation Sonic Gems Collection. This version is, in turn, ported from the PC version with some enhancements regarding the game's framerate and action speed (with no framerate slow-down). This is likely because to emulate the Mega-CD original, Sega would have to emulate both the Mega Drive/Genesis processors in addition to the new processors for the Mega-CD—which might have been difficult, if not impossible for GameCube and PlayStation 2 hardware to do at full speed. As a result of the PC port, Sonic CD on Sonic Gems Collection features audio converted from 11 kHz WAV for all its sound effects (which is noticably lower quality than the other games included), as well as the high-color versions of the intro and ending videos; however, it also is missing certain effects present in both the Mega-CD and PC version, such as transparent water in Tidal Tempest Zone, or fades of any sort. There are other mistakes as well, such as the background of Stardust Speedway's Bad Future containing static lightning in reverse, and the sound effects not registering properly for the Stardust Speedway boss. The soundtrack in this version depends on the region, though European versions of the game contain the American soundtrack (unlike previous European releases which featured the Japanese soundtrack).

[edit] External links


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