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Sonic CD
File:Sonic the Hedgehog CD North American cover art.jpg
North American cover art
Developer(s)Sonic Team
Publisher(s)Sega
Director(s)Naoto Ohshima
Producer(s)
  • Minoru Kanari
  • Makoto Oshitani
Programmer(s)Matsuhide Mizoguchi
Artist(s)Hiroyuki Kawaguchi
Composer(s)Japanese/PAL version:
North American version:
SeriesSonic the Hedgehog
Platform(s)Sega CD, Microsoft Windows, Android, PlayStation 3, Xbox 360, iOS, Windows Phone, Ouya, Apple TV
Release
September 23, 1993
  • Sega CD
    • JP: September 23, 1993
    • EU: October 1993
    • NA: November 1993
    Microsoft Windows
    • JP: August 9, 1996
    • NA: September 26, 1996
    • EU: October 3, 1996
    Android, PlayStation 3, Xbox 360
    • WW: December 14, 2011
    iOS
    • WW: December 15, 2011
    Windows Phone
    • WW: November 14, 2012
    Apple TV
    • WW: March 31, 2016
Genre(s)Platform, action
Mode(s)Single-player

Sonic the Hedgehog CD,[a] commonly called Sonic CD, is a side-scrolling platform game published by Sega for the Sega CD in 1993. The story follows Sonic the Hedgehog as he attempts to save an extraterrestrial body, Little Planet, from Doctor Robotnik. Gameplay is similar to the original Sonic the Hedgehog, with players guiding Sonic through several themed levels to defeat Robotnik. Sonic CD is distinguished from other Sonic games by its time travel feature, a key aspect to the story and gameplay. By traveling through time, players can access different versions of stages featuring alternate layouts, music, and graphics based on the time period.

The Sega CD's flagship game, Sonic CD was conceived as an enhanced port of Sonic the Hedgehog 2, but was reworked after lackluster sales of Sonic 2 in Japan. It was developed by Sonic Team—the team directed by Sonic character designer Naoto Ohshima—and designed to show off the technical capabilities of the Sega CD system. The game features the debuts of Amy Rose and Metal Sonic, and includes animated cutscenes produced by Toei Animation. The time travel was inspired by Back to the Future. The game features two soundtracks: the original score was composed by Naofumi Hataya and Masafumi Ogata; while the North American version has a different one by members of the Sega Technical Institute.

Sonic CD is often called one of the best games in the Sonic series and one of the greatest games of all time. Reviewers praised its exceptional size and the time travel feature, which they felt added depth. The music was also praised, though some critics believed the game did not use the Sega CD's capabilities to its fullest. The game was ported to Windows as part of the Sega PC brand in 1996, and to PlayStation 2 and GameCube as part of Sonic Gems Collection in 2005. An remastered version, developed using the Retro Engine, was released for various platforms and mobile devices in the early 2010s. It is the best-selling Sega CD game, with over one million copies sold by 2015.

Gameplay

(Clockwise from top left) The past, present, good future, and bad future variants of the game's first level

Sonic CD is a side-scrolling platform game similar to the original Sonic the Hedgehog. Players control Sonic the Hedgehog as he ventures to stop his nemesis Doctor Robotnik from obtaining the magical Time Stones and conquering Little Planet.[1] Like previous games, Sonic can destroy enemies and objects (such as walls and television monitors containing power-ups[1]) by rolling into a ball, and collects rings as a form of health. Sonic can also perform a "spin dash" and a "peel-out" that increase his speed.[2] The game is split into seven levels called rounds; each round is split into three zones, the third of which culminates in a boss fight with Robotnik. Players start the game with three lives, which are lost when they suffer any type of damage without rings in their possession; losing all lives results in a game over.[3][4]

Sonic CD is differentiated from other Sonic games by its time travel feature, which allows players to access different versions of stages set in the past, present and future.[5] Sonic starts the first two zones in the present, and can travel through time by hitting signs labelled "past" or "future" and maintaining speed for several seconds.[6] By default, future stages depict neglect and decay after Robotnik has conquered Little Planet.[6] Players are encouraged to convert each zone into a "good future", with bright colors, no enemies, and few obstacles.[6] To achieve a good future in each zone, players must travel to the past—a primitive, overgrown landscape—and destroy a hidden transporter where enemy robots spawn.[2][6] The third zone is always set in the future, its timeline dependent upon whether the player destroyed both transporters.[1]

By finishing a level with more than 50 rings, Sonic can access a special stage, in which he must destroy six UFOs in a pseudo-3D environment within a time limit.[1][5] Time is reduced swiftly if the player runs through water, though a special UFO which appears when time is running out grants extra time if destroyed. If the player destroys all the UFOs before the time runs out, they earn a Time Stone.[4] Collecting all seven Time Stones, or achieving a "good future" in every zone, unlocks the best possible ending.[2] The game also features a time attack mode, where players can replay completed levels in the fastest time possible; a "D.A. Garden", where players can listen to the music of completed zones; and a "Visual Mode", where players can view the opening and closing animations.[7]

Plot

Sonic journeys to Never Lake, where an extraterrestrial body, Little Planet, appears on the last month of every year. Sonic's nemesis Dr. Robotnik has tethered the planet to a mountain and begun transforming it into a giant fortress with his robot army. Robotnik seeks the Time Stones, seven jewels capable of altering the passage of time. Sonic ventures into the planet, followed by the besotted Amy Rose, his self-proclaimed girlfriend.[b] Robotnik dispatches his top robotic enforcer, Metal Sonic, who kidnaps Amy to lure Sonic into danger. Sonic clashes with Robotnik and Metal Sonic and uses time travel to stop Robotnik and save Amy.

After racing Metal Sonic in Stardust Speedway (destroying him in the process) and saving Amy, Sonic fights and defeats Robotnik in his base. Two endings exist, depending on whether or not the player collected the Time Stones or achieved a good future in each level. In one ending, Little Planet is returned to its rightful state and leaves Never Lake; in the other, Little Planet leaves Never Lake, but Robotnik uses the Time Stones to retake it. When the planet reappears at the lake, Sonic returns, determined to save it.

Development and release

Sonic CD was originally released for the Sega CD (seen here attached below the Genesis)

The 1991 release of Sonic the Hedgehog, the first game in the Sonic series, was a major commercial success, and positioned Sega as Nintendo's main rival in the console market.[8] However, lead programmer Yuji Naka had grown dissatisfied with Sega's rigid corporate policies and moved with several members of Sonic Team to the United States to develop Sonic the Hedgehog 2 with the Sega Technical Institute.[9][10] At the same time, Sega was planning to release the Sega CD add-on for the Sega Genesis, and wanted a Sonic game that would demonstrate its more advanced features. Thus, in Japan, Sonic Team, led by series co-creator Naoto Ohshima began developing an enhanced port of Sonic 2 for the Sega CD codenamed Super Sonic.[11] It was to feature additional levels, a fully orchestrated soundtrack, sprite-scaling effects, and animated cutscenes.[11][12] After meager sales of Sonic 2 in Japan, Sega reworked the port into a new game[13] and retitled it first as CD Sonic the Hedgehog[14] and finally Sonic the Hedgehog CD.[13]

Sonic CD marks the video game debuts of Amy Rose and Metal Sonic, both designed by artist Kazuyuki Hoshino. Amy had previously appeared in the Sonic the Hedgehog manga,[15] but was redesigned. Although her in-game graphics were created by Hoshino, many staff members contributed ideas to her design. Her headband and trainer shoes reflected Ohshima's tastes while her mannerisms reflected the traits Hoshino looked for in women at the time. Metal Sonic was designed in response to Ohshima wanting a strong rival to Sonic. Hoshino had a clear image of the character in his mind from the moment he was briefed, and Metal Sonic's design emerged after only a few sketches. The character graphics were created using Sega's proprietary graphics system for the Genesis, the "Sega Digitizer MK-III", featuring a bitmap and animation editor. The team mostly used Macintosh IIcis. Graphics data was stored on 3.5-inch floppy disks which, were handed to the programmer to work into the game.[16] Though Naka was not directly involved with the development of Sonic CD, he exchanged ideas about game design with Ohshima.[17]

During development, the team embraced a time travel concept, with Ohshima later citing Back to the Future as an influence.[17] The developers designed four variants of each stage (one for each time period).[18] Ohshima wished for the time period to change with a dynamic "sonic boom" effect in front of the player's eyes, though the programmers insisted this was impossible and instead produced a sequence in which Sonic is sent through a swirling vortex.[17] The team did not receive as much pressure from Sega as the team developing Sonic 2. Ohshima attributed this to Sonic CD not being a numbered sequel and instead considered the game a Sega CD recreation of the original Sonic game.[17] Because of the storage space available on a CD, the team included animated cutscenes produced by Toei Animation,[19] and the special stages feature Mode 7-like sprite rotation effects.[20] Time constraints led to one of the levels being cut.[18] The game also includes a save feature, which uses the back-up memory of the Sega CD.[4]: 20 

The Japanese soundtrack was composed by Naofumi Hataya and Masafumi Ogata, who had previously worked together on the 8-bit version of Sonic the Hedgehog 2. The game features two vocal tracks: "Sonic - You Can Do Anything", often unofficially referred to as "Toot Toot Sonic Warrior",[21] composed by Ogata and originally written for Sonic the Hedgehog 2, and "Cosmic Eternity - Believe in Yourself", composed by Hataya. Both are sung by Keiko Utoku, who also provided Sonic's voice samples in-game.[22] The Japanese composition team drew inspiration from club music, such as house and techno. Hataya was listening to a wide variety of music, and particularly enjoyed C+C Music Factory, Frankie Knuckles, and the KLF, all of which he referenced in the soundtrack.[23]

Sonic CD was released in Japan on September 23, 1993,[24] and in Europe in October 1993.[2] Feeling the game needed a more musically rich and complex soundtrack, Sega of America delayed it for two months to have a new one written and produced by Spencer Nilsen, David Young, and Mark Crew.[25] All music was replaced except for the tracks in the "Past" stages, which could not be as they were sequenced PCM audio tracks rather than streamed Mixed Mode CD audio.[26] The theme song was replaced with "Sonic Boom", composed by Nilsen and performed by Pastiche, a female ensemble consisting of Sandy Cressman, Jenny Meltzer and Becky West.[25][27] It was released in North America in November 1993.[28] The flagship game for the Sega CD,[29] Sonic CD was the only Sonic the Hedgehog game released for the system in its lifetime. An enhanced version of the original Sonic the Hedgehog and a Sonic-themed localization of Popful Mail were canceled.[30][31]

Re-releases

Sonic CD was ported to Windows as part of the Sega PC brand in 1996,[32] distributed by SoftKey in North America on July 8[33] and in Japan on August 9.[32] This version is mostly identical to the original release,[34] and is only compatible with Windows 9x-based computers.[35] The game was also a "featured" game in the 2005 compilation Sonic Gems Collection for Nintendo's GameCube and Sony's PlayStation 2; this version uses the North American soundtrack in all regions outside Japan.[36][27]

In 2009, independent programmer Christian Whitehead produced a proof-of-concept video of showing a remastered version of the game, using his own Retro Engine, running on iOS.[37] In 2011, this version was officially released as a downloadable game on Xbox 360, PlayStation 3, iOS, Android, Ouya, Windows Phone, Windows, and Apple TV.[38][39][40][41] The 2011 version of Sonic CD features enhancements such as widescreen graphics, the spin dash physics from Sonic the Hedgehog 2, the ability to unlock Tails as a playable character, and achievement and trophy support.[41][42][43][44] Whitehead also designed two original stages, but they were excluded as Sega wanted to keep the game faithful to the original release.[45] The remake was not released on the Wii as it exceeded the maximum downloadable size that WiiWare allowed.[46]

Reception

Sonic CD received critical acclaim.[5][1][49] It was the Sega CD's best seller, with more than 1.5 million units sold by 2015.[50][51]

The presentation, visuals, and audio were seen positively. Computer and Video Games (CVG) wrote that, although the game did not use the Sega CD's capabilities to its fullest, the game's graphics and sound were still top-notch, comparing the music to the work of 2Unlimited and Bizarre Inc.[2] Electronic Games thought similarly: they said that the game looked very similar to older games and used the Sega CD's special features minimally, but this did not detract from the quality. The music was singled out as making Sonic CD "stand above the crowd"; the reviewer wrote that it helped add richness to the game.[1] The four reviewers of Electronic Gaming Monthly (EGM) praised the game's animated cinematics and sound, but noted frame rate drops during special stages.[47] Retrospective opinions of the presentation have also been positive. IGN praised its vibrant colors and felt the game looked nice,[52] and GamesRadar thought its music stood the test of time, writing "What must've dated very quickly in the 1990s is somehow totally fresh today."[20]

However, some critics were divided over the change of soundtrack between the international and North American versions. GameFan, which originally gave the Japanese version a highly positive review, lambasted the game when it was released in America for the change.[25] The magazine's editor, Dave Halverson, called the soundtrack change "an atrocity that remains the biggest injustice in localization history".[53] The reviewer for GamesRadar claimed to have shut his GameCube off in disgust when he realized Sonic Gems Collection used the American soundtrack.[20] In a retrospective interview, Spencer Nilsen weighed in on the debate, saying he believed the reviewers had been playing the Japanese version for months, comparing it to "replac[ing] the music for Star Wars".[25]

The gameplay was also widely praised. EGM admired the diverse set of levels and the ability to travel through time, which they felt provided depth.[47] Electronic Games wrote that the game played just as well as previous entries, and that the time travel—coupled with large levels rich with secrets and Super Mario Kart-like special stages—added hours of replayability.[1] As Sega Pro stated, the environments were far bigger than previous Sonic games, and that time travel made them feel like there were three levels in one. They specifically noted the replay value the time travel provided, saying "the more you play Sonic CD the better it gets", though they still thought the game was too easy.[5] In its debut issue, Sega Magazine said the game was "potentially a classic", outshining the originality in the special stages and time travel.[3] GameSpot singled out the "interesting level design and the time-travelling gameplay" as a major selling point for the game, saying it provided a unique take on the classic Sonic formula.[6]

Of the game as a whole, critics wrote that Sonic CD was one of, if not, the best games for the Sega CD, especially in contrast to other games for the system. Electronic Games called it a must-have,[1] and Sega Pro said it was "brilliant" and imaginative and said it was worth more than its price tag.[5] Destructoid described it as "A hallmark of excellence", and wrote it was creative, strange, and exciting, and stated "to miss Sonic CD would be to miss some of the franchise's best".[54]

Reception to later versions of Sonic CD varied. GameSpot considered the 1996 Windows version inferior to the original Sega CD release, criticizing its poor technical performance; the gameplay as uninspired, tedious, and monotonous; and wrote "Those who have played Sonic on a Sega game system will find nothing new here" and that it was not worth its $50 price tag.[34] Reactions to the game's inclusion in Sonic Gems Collection was widely favorable. IGN remembered it as one of the best things about the Sega CD and called it a standout for the compilation, stating it was a major selling point.[36] Sharing this position was Eurogamer, declaring: "Rejoice for Sonic CD... Just don't rejoice for anything else, because it's mostly rubbish".[55] According to Metacritic, the 2011 console version received "generally favorable reviews",[56][57] while the iOS version received "universal acclaim".[58] The game is frequently called one of the best games in the Sonic series,[59][60] and one of the greatest games of all time.[61][62]

Legacy

The story of Sonic CD was adapted in the twenty-fifth issue of Archie Comics' Sonic the Hedgehog comic book series. The adaptation featured some changes to the story, such as Tails being an important character and Metal Sonic having the ability to talk.[63] British publisher Fleetway Publications published their own adaptation in Sonic the Comic.[64] The final issue of Archie's comic, #290, also featured a retelling of the game's story.[65]

Two characters introduced in the game, Amy Rose and Metal Sonic, became recurring characters in the Sonic series. Metal Sonic later appeared as a major antagonist in Knuckles' Chaotix (1995),[66] Sonic Heroes (2003),[67] and Sonic the Hedgehog 4: Episode II (2012), whose story heavily connects to that of Sonic CD's.[68] Amy Rose has also gone on to become a character in many subsequent games as well, most notably in Sonic Adventure.[69] The game's animated sequences were included as bonuses in the compilation Sonic Jam (1997), and "Sonic Boom" was re-used as one of Sonic's themes in Super Smash Bros. Brawl (2008).[25]

To celebrate the Sonic franchise's twentieth anniversary in 2011, Sega released Sonic Generations, a game that remade aspects of various past games from the franchise. Both versions feature a re-imagined version of the boss battle against Metal Sonic.[70] The 2017 game Sonic Mania, produced for the series' twenty-fifth anniversary, features updated versions of Sonic CD's Metallic Madness and Stardust Speedway levels, the latter of which features a boss battle against Metal Sonic.[71][72][73]

Notes

  1. ^ ソニック・ザ・ヘッジホッグCD (Sonikku za Hejjihoggu Shī Dī) in Japanese
  2. ^ In the North American manual, Amy is incorrectly identified as Sally Acorn, a character from Archie's Sonic the Hedgehog comic book.

References

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