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Sonic CD


Sonic the Hedgehog CD (ソニック・ザ・ヘッジホッグCDシーディー Sonikku za Hejjihoggu Shīdī), also known as Sonic CD, is a 2D platformer game within the Sonic the Hedgehog series. Developed and published by Sega, it was released for the Sega CD in 1993. One of its standout features is the innovative time travel mechanic, which divides levels into different time frames that offer unique secrets and exploration opportunities.

Serving as a sequel to the original Sonic the Hedgehog game, Sonic the Hedgehog CD unfolds on the enigmatic Little Planet, which appears above the Earth annually. Dr. Eggman, the main antagonist, attempts to harness the Time Stones hidden on this planetoid to manipulate time itself. Sonic embarks on a mission to thwart Eggman’s sinister plans and save Little Planet from falling into a dystopian future under the control of the malevolent scientist. Alongside this, Sonic must rescue Amy Rose, a young hedgehog captured by Metal Sonic, a powerful robot created by Eggman to surpass Sonic’s abilities. The game is an integral part of the broader Death Egg saga.

Upon its debut, Sonic the Hedgehog CD garnered widespread critical acclaim. Reviewers lauded the gameplay’s time travel concept for enhancing replayability. The game’s visuals and animated cutscenes also received high praise. However, there was controversy surrounding the replacement of the original soundtrack in the North American version. Remarkably, it became the best-selling Sega CD game, with more than one million copies sold for the system. Sonic the Hedgehog CD is frequently cited as one of the standout entries in the Sonic series and is often included among the greatest Sonic games ever released.

Sonic CD

Development Staff

Developer(s)

Sega

Publisher(s)

Sega

Director(s)

Naoto Ohshima

Designer(s)

Yasushi Yamaguchi

Artist(s)

Kazuyuki Hoshino

Composer(s)

  • Yukifumi Makino (sound director)
  • Naofumi Hataya (JP)
  • Masafumi Ogata (JP)
  • Spencer Nilsen (US)
  • David Young (US)

Video Game Overview

Series

Sonic the Hedgehog

Release date(s)

JP September 23, 1993[1]MEGA-CDディスク(セガ発売) (Japanese)Sega. Archived from the original on June 22, 2020.
NA November 23, 1993
EU October 1993

Genre(s)

  • Platformer

Mode(s)

Single-player

Rating(s)

VRC: GA

Platform(s)

Sega CD

Media

  • CD-ROM
  • Digital download

Game Order

Preceded byFollowed by
Sonic the HedgehogSonic the Hedgehog 2

Plot

Spoiler Warning: Plot, ending details or any kind of information follow.
The title screen of Sonic the Hedgehog CD.

On Earth, there exists a vast lake called Never Lake, which has the remarkable characteristic of hosting the mystical Little Planet for a month each year. Referred to as the “Miracle Planet,” this small world possesses both enchanting beauty and incredible wonders. Little Planet is renowned as the dwelling place of the Time Stones, seven extraordinary gemstones imbued with the power to manipulate time. These stones have the ability to transform deserts into lush jungles, cleanse polluted waters, and perform other awe-inspiring feats that transcend the boundaries of time.[13]Sonic the Hedgehog CD (Sega Mega-CD) Japanese instruction booklet, pgs. 4-5.

Shortly after Little Planet emerges above Never Lake for its annual appearance, the nefarious Dr. Eggman becomes aware of the Time Stones’ existence. With a grand ambition to construct a stronghold on the planetoid and harness the stones’ power for his global domination agenda, Eggman sets out to seize control of Little Planet. To prevent the planetoid from departing, he secures it to a nearby mountain, adorning it with a sculpture of his visage. He proceeds to encase Little Planet in a metallic shell as he constructs his fortress, all the while scouring the planet for the coveted Time Stones. Concurrently, Eggman exploits the unique temporal pathways of Little Planet to infiltrate its past, deploying robot transporters and projecting holographic Metal Sonic entities. His aim is to manipulate the planet’s future into one where he holds absolute sway. This dire manipulation alters the destiny of Little Planet to the point where it becomes a desolate realm under Eggman’s dominion.

In the midst of these unfolding events, Sonic the Hedgehog sets forth, sprinting across fields, traversing lakes, and navigating forests to reach Never Lake and witness the spectacle of Little Planet for himself, oblivious to Eggman’s machinations. As word reaches Eggman that his arch-nemesis is approaching, an eager anticipation lights up his eyes, accompanied by a sinister smile. Convinced that he can finally vanquish Sonic with his scientific prowess, Eggman confidently proclaims his intent to seize the Time Stones and achieve his long-sought conquest of the world. A foreboding blue aura lurks behind him, emphasizing his determination.

Meanwhile, Sonic arrives at Never Lake only to be taken aback by the sight of Little Planet in chains and a state of captivity resulting from Eggman’s intrusion. Observing the planet tethered to the nearby mountain, Sonic suspects the involvement of the doctor and embarks on a journey to Little Planet by ascending the chain connecting it to his world. His arrival places him in Palmtree Panic, where he discovers the urgency of his task: to obliterate the robot transporters in the past and secure the Time Stones before Eggman’s sinister objectives are fulfilled. Along the way, Sonic encounters Amy Rose, a female hedgehog who journeyed to Little Planet based on her tarot card reading that foretold a destined encounter with the blue speedster on the diminutive world.[14]Sonic the Hedgehog CD (Sega Mega-CD) Japanese instruction booklet, pgs. 6-7. Enthralled upon seeing Sonic, Amy is instantly smitten and seeks to embrace him. Despite her advances, Sonic endeavors to focus on his mission.

Following an encounter with Eggman that forces the doctor to retreat after Sonic defeats his EGG-HVC-001 creation, Sonic presses onward to Collision Chaos, with Amy tagging along. Upon reaching the zone, however, Amy is abducted by Eggman’s latest and most formidable creation: Metal Sonic, a robotic doppelgänger fashioned in Sonic’s likeness. Metal Sonic absconds with Amy despite Sonic’s valiant efforts to intervene. Now faced with the dual imperative of saving both Little Planet and Amy, Sonic charges forward, overcoming obstacles and adversaries orchestrated by Eggman along his path.

Sonic racing against Metal Sonic in Stardust Speedway.

Upon his arrival in Stardust Speedway, Sonic confronts Eggman and his creation, Metal Sonic. A high-stakes challenge is set before him as Metal Sonic proposes a perilous race, with Eggman trailing behind, activating a menacing laser as they dash forward. In the climactic showdown, Sonic triumphs over his robotic counterpart. Metal Sonic’s recklessness leads to a catastrophic crash as he collides with a closing gate, resulting in his destruction and compelling Eggman to beat a hasty retreat. Following this intense encounter, Sonic rescues Amy from captivity, and her heartfelt gratitude is expressed through an embrace.

Sonic’s journey then takes him to Metallic Madness, the heart of Eggman’s stronghold. Within its confines, the hedgehog eventually comes face to face with Eggman, who employs the Egg Spinner in a final bid to vanquish his nimble adversary. However, the battle takes an unexpected turn as the machine meets its demise, triggering a chain reaction that causes the metallic shell encompassing Little Planet to disintegrate. As chaos ensues, Sonic and Amy must make a daring escape from the crumbling planetoid. Landing near Never Lake, Sonic ensures Amy’s safety before dashing away, his attention drawn back to Little Planet as its shell shatters and breaks apart. The conclusion of the game hinges upon the choices and actions of the player:

The good ending of Sonic the Hedgehog CD.
  • In the event that the player has been unable to shape a favorable future for all the Rounds throughout the game, a scene unfolds where Eggman makes his escape on his hovercraft, clutching a blue Time Stone in his hand while emitting triumphant laughter. Sonic, quick to react, hurls a rock at the doctor’s vehicle, resulting in a powerful explosion. As the smoke clears, a post-credits sequence unfolds, depicting Little Planet’s return above Never Lake in its ailing state. The words “TRY AGAIN” serve as a reminder of the quest’s outcome.
  • Conversely, when the player succeeds in securing a positive future for all the Rounds, a different scenario emerges. Sonic gazes at Little Planet, which briefly trembles before vanishing, leaving behind sparkling remnants that resemble Sonic’s visage. As the credits play, the tranquil scene is punctuated by the appearance of Little Planet’s flowers surrounding Never Lake, accompanied by the uplifting message “YOU’RE TOO COOL!” This outcome celebrates the player’s achievements and offers a more optimistic conclusion to the adventure.

Characters

ImageCharacterBiography
Amy RoseAn energetic and cheerful girl who likes mystical things and fortune telling. She comes to Little Planet by the “divine message of the cards,” where she has a fateful? encounter with Sonic. And then…
Doctor EggmanAn evil genius scientist. This time, his goal is the Time Stones. He also wants to take over the world. In order to compete with his rival, Sonic, he builds a mecha that looks just like Sonic.
Metal SonicThe ultimate robot created by Eggman. It has the same level of ability as Sonic, and can even go faster than Sonic at a moment’s notice. He is in tune with Eggman’s will, and sees Sonic as his enemy.

Gameplay

Sonic in Collision Chaos, the second Round in the game.

Sonic the Hedgehog CD offers a classic 2D side-scrolling platforming experience reminiscent of earlier Sonic games. The game is organized into seven distinct levels referred to as “Rounds,” each comprising three distinct playable segments known as “Zones.” Players control Sonic as the primary character, engaging in fundamental actions such as running and jumping. Additionally, Sonic possesses the ability to execute the Spin Dash move as well as a newly introduced maneuver called the Super Peel Out.

The primary objective in Sonic the Hedgehog CD is to complete each Zone within the designated Round, with the third Zone in every Round culminating in a boss battle, all within a time limit of ten minutes. The intricate design of the Zones provides numerous branching pathways, encouraging players to explore and discover hidden secrets. To successfully conclude the first two Zones, Sonic must activate a spinning Goal Plate. Conversely, the third Zones necessitate the destruction of a Capsule.

Throughout the initial two Zones of each Round, Time Warp signs are scattered, serving a pivotal role in the gameplay. When Sonic makes contact with a Time Warp sign and subsequently accelerates to a specified velocity for a brief duration, he enters the Time Warp, transporting him to a different time period. Engaging a “Past” Time Warp sign leads Sonic to the past, whereas a “Future” sign propels him into the future. Notably, only “Future” Time Warp signs are visible in the past, facilitating a return to the present, while the opposite holds true for the future. This time-travel mechanic adds a unique layer of complexity and exploration to the gameplay experience.

A robot transporter in Palmtree Panic Zone 1.

At the outset, players begin in the present timeframe for the first two Zones of a Round, while Zone 3 invariably takes place in the future. By default, the future is portrayed as a dystopian and ravaged environment under the dominion of Dr. Eggman. However, players can alter this future by journeying to the past and dismantling robot transporters, resulting in the creation of a “good future” for that particular Zone. Achieving a good future in the first two Zones of a round will consequently transform Zone 3 into a favorable future setting. Moreover, obliterating all robot transporters culminates in the game’s good ending upon successful completion.

Throughout gameplay, Rings are dispersed throughout the Zones. The count of Rings carried by the player is indicated at the top left corner of the Heads-Up Display (HUD). As in previous Sonic titles, Rings serve as the primary defense mechanism against damage; if the player character sustains damage while possessing at least one Ring, they survive but forfeit all Rings in their possession. Loss of a life occurs if damage is incurred without any Rings, and additional causes for losing a life include drowning underwater, being crushed, falling into an abyss, or spending ten minutes within the same Zone. Following the loss of a life, the player character respawns at the most recently activated Lamppost or at the commencement of a Zone if no Lampposts have been touched or if the present timeframe is not selected. Exhausting all lives results in a Game Over. Extra lives can be acquired through the destruction of 1-UP Monitors or by amassing one hundred Rings. Every fifty thousand points collected also awards an additional life.

The secondary objective in Sonic the Hedgehog CD involves collecting the seven Time Stones by successfully completing Special Stages. Gaining entry to a Special Stage necessitates accumulating a minimum of fifty Rings in either of the first two Zones of a Round and subsequently accessing the Giant Ring at their conclusion. The acquisition of all seven Time Stones automatically triggers a positive future outcome in every Zone throughout the game.

Scoring System

  • Every 50,000 points: 1-Up.
  • Hitting Badniks[15]Sonic the Hedgehog CD (Sega CD) United States instruction booklet, pg. 17.
    • First hit: 100 points.
    • Second hit: 200 points.
    • Third hit: 500 points.
    • Fourth through fifteenth hit: 1,000 points each.
    • Sixteenth hit and above: 10,000 points each.
  • Bumpers: 100 points constantly until the fifth hit.
  • Breakaway Bumper: 100 points.
  • Slots: Two sets of 100 points.
  • Robot transporter: 1,500 points.
  • Defeating Dr. Eggman: 1,000 points.

Special Stages

  • Ring Bonus: 200 points per Ring.
  • Time Bonus: 200 points per second remaining.

End-of-Zone tally

  • Ring Bonus: 100 points per Ring.
  • Time Bonus
    • 0:30: 50,000 points.
    • 0:45: 10,000 points.
    • 1:00: 5,000 points.
    • 1:30: 4,000 points.
    • 2:00: 3,000 points.
    • 3:00: 2,000 points.
    • 4:00: 1,000 points.
    • 5:00: 0 points.

Controls

Button Formation Movement
 left/rightWalk/Run
 upLook up
 up x2 > hold  upScroll the screen up
 downLook down/Duck
 down x2 > hold  downScroll the screen down
Move +  downSuper Spin Attack
//Spin Jump
Look up + //Super Peel Out
Duck + //Super Spin Dash
STARTPause/Skip Time Warp animation

Objects

Items

  • Air Bubble
  • Little Planet Flowers (first appearance)
  • Metal Sonic Hologram (first appearance)
  • Monitor
    • 1-UP
    • Invincible
    • Power Sneakers
    • Shield
    • Super Ring
  • Ring
  • Robot transporter (first appearance)
  • Super Ring (first appearance)
  • Time Bonus (first appearance)
  • Time Stone (first appearance)
  • UFO (first appearance)

Gimmicks and obstacles

  • Bumper
  • Capsule
  • Chopper Block (first appearance)
  • Conveyor Belt
  • Crusher
  • Dash Panel
  • Dash Zone (first appearance)
  • Dropping Platform
  • Electrical Conduit (first appearance)
  • Electrical Emitter
  • Fan (first appearance)
  • Flipper
  • Flywheel
  • Goal (first appearance)
  • Goal Plate
  • Hidden Platform (first appearance)
  • High-Speed Spiral Tube (first appearance)
  • High-Speed Warp Tube
  • Iron Ball
  • Mini Dash Zone (first appearance)
  • Saw
  • Seesaw
  • Shrink Ray (first appearance)
  • Snowblower (first appearance)
  • Sphere (first appearance)
  • Spikes
  • Spring
  • Spring Pole (first appearance)
  • Star Post
  • Switch
  • Time Warp Sign (first appearance)
  • Triangle Bumper

Characters

Playable characters

Non-playable characters

  • Amy Rose (first appearance)
  • Dr. Eggman
  • Metal Sonic (first appearance)
  • Miles “Tails” Prower (cameo)
  • Animals
    • Flicky
    • Pecky
    • Pocky
    • Ricky
    • Robin (first appearance)
    • Sheep (first appearance)
    • Unnamed red fish (only appearance)
    • Unnamed teal fish (only appearance)
    • Unnamed white bird (only appearance)
    • Unnamed yellow bird (only appearance)

Enemies

  • Amenbo (first appearance)
  • Anton (first appearance)
  • Bata-Pyon (first appearance)
  • Bigbom (first appearance)
  • Dango (first appearance)
  • Ga (first appearance)
  • Hotaru (first appearance)
  • Kabasira (first appearance)
  • Kama-Kama (first appearance)
  • Kanabun (first appearance)
  • Kemusi (first appearance)
  • Kumo-Kumo (first appearance)
  • Mecha-Bu (first appearance)
  • Minomusi (first appearance)
  • Mosqui (first appearance)
  • Noro-Noro (first appearance)
  • Pata-Bata (first appearance)
  • Poh-Bee (first appearance)
  • Sasori (first appearance)
  • Scarab (first appearance)
  • Semi (first appearance)
  • Taga-Taga (first appearance)
  • Tamabboh (first appearance)
  • Tentou (first appearance)
  • Tonbo (first appearance)
  • Yago (first appearance)

Rounds

  1. Palmtree Panic: A vibrant tropical environment set against the backdrop of lush mountains and cascading waterfalls.
    • Past: Transports players to a prehistoric landscape, evoking a sense of primordial beauty and untouched nature.
    • Bad Future: Enveloped in a grim industrial haze, the level becomes a mechanized wasteland with polluted air and contaminated waters.
    • Good Future: Retains the mechanized elements but juxtaposes them with a harmonious blend of vivid colors, clean surroundings, and flourishing flora.
  2. Collision Chaos: A unique amalgamation of mechanized forest and a sprawling casino area, complete with a distinct “reflection” feature.
    • Past: Presents a surreal, orange-toned forest, contributing to an otherworldly atmosphere.
    • Bad Future: Takes on an eerie and desolate appearance with gray machinery casting a somber pall.
    • Good Future: Radiates a bright, pink-and-blue futuristic ambiance, creating a lively and inviting atmosphere.
  3. Tidal Tempest: Submerged ruins situated at the foot of a volcanic structure, showcasing the impact of changing water levels over time.
    • Past: Immerses players in an underground cavern with minimal human intervention, save for the presence of pipes.
    • Bad Future: Depicts a deteriorating, polluted water plant, reflecting excessive industrialization.
    • Good Future: Transforms into a vibrant turquoise aquarium teeming with aquatic life and flourishing vegetation.
  4. Quartz Quadrant: A bustling mine featuring conveyor belts and platforms, with its appearance evolving across different time Zones.
    • Past: Transports players to a swamp-like environment abundant with quartz and devoid of extensive technology.
    • Bad Future: Embraces a heavily mechanized, but quartz-less, mining operation.
    • Good Future: Unveils an underground golden-hued city, potentially crafted from quartz, exuding an air of opulence.
  5. Wacky Workbench: An industrial zone nestled within a canyon, brimming with eccentric machinery and visual quirks.
    • Past: Offers a glimpse of the factory’s early construction stages.
    • Bad Future: Paints a grim picture of decay and corrosion amidst ruined machinery.
    • Good Future: Adorns the landscape with a palette of pink and purple, resembling a futuristic toy factory.
  6. Stardust Speedway: A high-speed Round set on a massive highway illuminated by musical instruments, overlooking a sprawling cityscape.
    • Past: Transforms into an ancient, vine-covered Roman cityscape, showcasing minimal technological influence.
    • Bad Future: Evokes a sense of dystopia under a looming electrical storm, with a completed Eggman statue symbolizing control.
    • Good Future: Blossoms into a futuristic amusement park, marked by vibrant colors and the presence of an ornate cathedral.
  7. Metallic Madness: Eggman’s operational base, laden with treacherous traps and advanced machinery.
    • Past: Depicts the base in the midst of construction, marked by towering cranes.
    • Bad Future: Portrays a decaying, desolate facility marred by neglect and ruin.
    • Good Future: Harmonizes machinery with nature, restoring a mechanized factory while integrating elements of the natural world.

Special Stages

Main article: Special Stage (Sonic the Hedgehog CD)

The first Special Stage in Sonic the Hedgehog CD.

In Sonic the Hedgehog CD, the Special Stages offer a unique three-dimensional environment where players must seek out and destroy UFOs to collect Time Stones. Here’s a breakdown of the mechanics and elements involved in the Special Stages:

  1. Accessing Special Stages: To access a Special Stage, the player needs to collect and hold onto at least fifty Rings by the end of a Zone. A Giant Ring will appear above the Goal Plate, allowing the player to jump through and enter the Special Stage.
  2. Objective: The main objective of a Special Stage is to destroy six UFOs scattered throughout the stage before the timer runs out. Each destroyed UFO provides a reward.
  3. UFO Behavior: UFOs move in a sporadic and unpredictable manner, making them challenging to hit. Their movement patterns require players to use skill and timing to target and destroy them.
  4. UFO Prizes: Destroying a UFO grants the player a reward. UFOs with yellow frames offer Ring Bonuses, increasing the player’s Ring count. UFOs with white frames provide temporary speed boosts, allowing Sonic to move faster.
  5. Special Blue UFO: If the timer drops below twenty seconds, a unique blue UFO with red frames appears in the center of the stage. Destroying this UFO does not contribute to the UFO count but adds an extra thirty seconds to the timer.
  6. Gimmicks and Obstacles: The Special Stage features various interactive elements:
    • Springs: Bounce Sonic upwards, aiding in reaching higher areas.
    • Bumpers: Bounce Sonic back upon contact, affecting his trajectory.
    • Fan Blocks: Cause Sonic to float temporarily when touched.
    • Chopper Blocks: Slow Sonic down and cause him to lose Rings if touched.
    • Dash Zones: Propel Sonic in different directions, influencing his movement.
  7. Water Portions: Entering water areas within the Special Stage results in a ten-second deduction from the timer, adding an additional layer of challenge.
  8. Completion and Scoring: After successfully completing or failing a Special Stage, the game calculates the obtained points and adds them to the player’s overall score. Once the Special Stage is concluded, the player returns to the main game and continues progressing through Zones.

Bosses

  1. EGG-HVC-001 (Palmtree Panic) (only appearance)
  2. Egg Tilter (Collision Chaos) (only appearance)
  3. Egg Bubble (Tidal Tempest) (only appearance)
  4. Egg Conveyer (Quartz Quadrant) (only appearance)
  5. Egg Razer (Wacky Workbench) (only appearance)
  6. Metal Sonic (Stardust Speedway) (first appearance)
  7. Egg Spinner (Metallic Madness) (only appearance)

Other Modes

Time Attack

The Time Attack mode in Sonic the Hedgehog CD operates similarly to its counterparts in other Sonic games. Accessed from the title menu, selecting Time Attack leads to a menu where a leaderboard showcases the fastest completion times for all completed Rounds within the main story mode.[16]Sonic the Hedgehog CD (Sega CD) United States instruction booklet, pgs. 18-19. Additionally, a cumulative time for the entire game is presented beneath the Rounds, indicating the duration to finish the full game. In this mode, players can play through all three Zones of each Round, excluding Time Warp signs. Following the tradition of arcade leaderboards, Sonic the Hedgehog CD prompts players to input a three-character name upon achieving a new record.

Development

The Sega CD model in North America, attached to a Genesis. Sonic CD was developed for this system.

Background

During the early 1990s, the popularity of compact discs (CDs) was on the rise as a storage medium for music and video games. In 1988, NEC, a rival of Sega, introduced the CD-ROM², an add-on for the TurboGrafx-16 console. At the 1991 Tokyo Game Show, Sega introduced the Sega CD, a CD-ROM expansion for the Mega Drive (Genesis) console. This add-on was released in Japan towards the end of 1991 and in the rest of the world between late 1992 and early 1993.[17]strafefox (March 3, 2020). The Making of Sonic CD. YouTube. Retrieved on July 22, 2023.

In 1991, Sega achieved significant success with the release of Sonic the Hedgehog, a game that propelled the Mega Drive to compete with Nintendo’s SNES console. Following the success of Sonic 1, the lead programmer, Yuji Naka, became dissatisfied with the strict corporate policies at Sega of Japan. In response, he and a substantial portion of the original Sonic Team, responsible for the first game’s development, relocated to the United States to collaborate with the Sega Technical Institute (STI) on Sonic the Hedgehog 2.[18]Linnenman, John (April 8, 2018). DF Retro: Sonic CD – under-appreciated but still brilliant today. Eurogamer. Retrieved on February 7, 2023.

Designer Naoto Ohshima also desired to join his colleagues in the United States, but the president of Sega convinced him to remain in Japan. This shift marked a significant transition in the Sonic series’ development.

Conception

Seizing the opportunity to build upon the success of Sonic 1, Sega aimed to create a new Sonic game specifically for the Sega CD platform, showcasing the capabilities of their innovative system. Naoto Ohshima emerged as one of the most qualified individuals to lead the development of this game, assuming the role of director. He then formed an entirely new development team, comprising Japanese developers with diverse backgrounds. Among these team members were individuals who had previously contributed to other notable games such as The Revenge of Shinobi, Golden Axe 2, and Streets of Rage.

One of the fresh faces on the team was Kazuyuki Hoshino, who took on the role of designer. Hoshino’s involvement in this project marked the beginning of his journey within the Sonic franchise, as he would later contribute to various other Sonic titles. This assembly of talent set the stage for the creation of a unique Sonic experience on the Sega CD platform

At first, we intended to use most of the elements from Sonic 2 and add new things with the possibilities offered by the CD (medium). But the more development progressed, the more different it became from Sonic 2, and we finally decided to make it a new title.

Naoto Ohshima on the initial concepts for Sonic CD[19]“History”. The History of Sonic the Hedgehog. Les Editions Pix’n Love. September 6, 2013. pp. 44-45. ISBN 978-1-926778-96-9.

The pre-production phase of Sonic CD commenced in 1992, a period during which Sonic 2 was already in the midst of its development. Notably, Naoto Ohshima’s team enjoyed greater time and creative freedom compared to the Sonic Technical Institute (STI). They also experienced less pressure from Sega to meet strict release deadlines, a situation that Ohshima believed arose from the fact that they were not working on a traditional “numbered sequel” like their counterparts.[20]Sheffield, Brandon (December 4, 2009). Out of the Blue: Naoto Ohshima Speaks. GameDeveloper. Retrieved on February 7, 2023.

Initially, the project was conceived as an enhanced port of Sonic 2 tailored for the Sega CD platform. The original intention was to leverage the core elements of Sonic 2 while integrating the new capabilities offered by the Sega CD. However, the development team’s vision gradually evolved, steering the project away from being a mere port and towards an entirely original creation. Consequently, the idea of a port was abandoned, and the decision was made to forge a fresh, standalone title.

The game was initially designated as “CD Sonic the Hedgehog[21]Electronic Gaming Monthly staff (March 1993). “CD Sonic the Hedgehog“. Electronic Gaming Monthly (44): 122. Archived from the original. Retrieved on February 7, 2023. (CDシーディーソニック・ザ・ヘッジホッグ Shīdī Sonikku za Hejjihoggu) before undergoing a name change that resulted in the final title, Sonic CD. This shift in direction allowed the team to craft a unique and innovative addition to the Sonic series.

Gameplay

While the original Sonic the Hedgehog game focused on combining platforming with its signature high-speed gameplay, Sonic CD took a different approach by emphasizing platforming and exploration. The core gameplay mechanics of the first Sonic game remained unchanged in Sonic CD, and the development team used the code from the original game as the foundation for their work on Sonic CD.

To enhance the gameplay and take advantage of the storage capacity of the Sega CD, the team brainstormed new concepts. One idea that emerged was the concept of time travel, which had actually been considered during the early development of Sonic 2 but was abandoned due to technical constraints.[22]strafefox (May 22, 2018). The Making of Sonic the Hedgehog 2. YouTube. Retrieved on April 20, 2023. With more memory and time available for development on the Sega CD, the team decided to revisit and implement the time travel concept. This concept was also influenced by the sci-fi film “Back to the Future.”[23]Sonic CD – Developer Interview Collection. Shmuplations.com. Retrieved on February 7, 2023.

In Sonic CD, four distinct time zones were created for each level. These zones were carefully designed to have unique level layouts while still being compatible with each other within the time travel mechanic.

Naoto Ohshima, the director of Sonic CD, initially aimed for a seamless transition between time zones, inspired by the instantaneous time travel sequences in “Back to the Future.” He envisioned a sonic boom effect that would instantly transform the level with a flash. However, technical limitations posed challenges. The Sega CD couldn’t directly access the Mega Drive RAM, which was necessary for the seamless transition. Instead, data had to be copied from the Mega Drive CPU and passed through other components, resulting in a noticeable slowdown. The development team ultimately concluded that achieving the intended instantaneous transition was not feasible, and a brief loading screen was implemented to mask the transition and hardware loading process.

The only known screenshot of the original Special Stage, based on the ones from Sonic 1.

The design of the Special Stages in Sonic CD initially aimed to build upon the Special Stages featured in the original Sonic the Hedgehog game. The intention was to utilize the Sega CD’s unique rotating function, which would require players to navigate through rotating mazes to locate the Time Stones. However, the development team found that the execution of this idea didn’t meet their expectations, particularly in terms of speed and gameplay dynamics.

In response, the team shifted their approach and envisioned a new concept for the Special Stages. This concept drew inspiration from the racing genre and aimed to create a race-style game mode that would fully showcase the capabilities of the Sega CD hardware. This change in direction was partly influenced by the recent release of Super Mario Kart,[24]Masato Nishimura (March 19, 2012). まぢん on Twitter. Retrieved on February 9, 2023. “Masato Nakamura: そういやソニックCDのスペシャルステージも、開発初期の段階ではメガCDの回転機能を生かし、ソニック1のスペシャルステージを発展させた、2枚の独立して回転する迷路を行き来しながらタイムストーンを見つけるタイプだったなぁ。結局あの形に変更されたのは、マリオカートが出たせいw [Come to think of it, Sonic CD‘s Special Stages were a development of Sonic 1‘s Special Stages that took advantage of the Mega CD’s rotating function in the early stages of development, and was a type where you could find the Time Stone by going back and forth between two independently rotating mazes. After all, it was changed to that form because Mario Kart came out lol]” a popular racing game that had garnered attention for its gameplay mechanics and competitive racing experience.

Characters

Sonic CD introduced two new characters: Metal Sonic and Amy Rose. The concept for Metal Sonic was conceived by Hoshino, with a focus on creating a “menacing” character. To achieve this, the team decided to incorporate red eyes to enhance his intimidating presence. His distinctive feature, the jet engine in his chest, was a result of several ideas aimed at portraying his incredible speed. The visual design of Metal Sonic was influenced by contemporary CGI trends in the industry at that time.[25]Sega (December 12, 2011). Sonic CD – Developer Diary. YouTube. Retrieved on August 2, 2023.

Amy Rose, on the other hand, emerged through a collaborative brainstorming process involving various team members from different departments.[26]Stuart, Keith (November 6, 2014). Sega Mega Drive/Genesis: Collected Works. Read-Only Memory. p. 289. ISBN 978-0957576810. “Kazuyuki Hoshino: Although I created the in-game graphics for Amy, there were many people involved in the birth of the character, with staff members from various departments all contributing ideas. Just like Mickey needs Minnie to exist, Sonic’s world needed a heroine that could not be ignored. Her fashion – the headpiece and trainers – reflect Naoto Ohshima’s taste, while her mannerisms reflect the kind of traits I looked for in women at the time.” Ohshima contributed to shaping her appearance,[27]Sonic the Hedgehog – Developer Interview Collection. Shmuplations.com. Retrieved on February 10, 2019. while Hoshino played a significant role in finalizing her design,[28]Naoto Ohshima on Twitter. Twitter. Archived from the original on February 10, 2019. Retrieved on February 10, 2019. “Naoto Ohshima: An image of Retro Amy’s decision was found. Mr. Hoshino painted the picture. Retro Amy’s design finish[sic] was Mr. Hoshino.”[29]Naoto Ohshima on Twitter. Twitter. Archived from the original on February 10, 2019. Retrieved on February 10, 2019. “Naoto Ohshima: This picture is me, but Amy’s finish design[sic] is Hoshino.” establishing her personality traits, and crafting her sprite animations.

Design and Art

3D sculptures of Sonic created by Taku Makino; these were used as a base for the title screen of the game.

Hiroyuki Kawaguchi served as the art director for Sonic CD, leading a team of five designers responsible for creating the pixel art that adorned the levels’ environments. Their task was to achieve a consistent visual aesthetic across all time zones while also ensuring each zone maintained a distinct appearance from the others. This endeavor drew inspiration from various sources, including films, books, and illustrations, notably including the influence of “Back to the Future.” The creative team explored numerous color palettes to find the most fitting choices for the different levels.

The game’s Badniks, robotic enemies, drew their design inspiration from insects such as cicadas, ladybugs, and bees. The bosses were intentionally crafted to complement the visual design of the respective stages. Despite the experimentation and diverse influences, the overall art style of Sonic CD stayed relatively close to that of Sonic 1, largely guided by Ohshima’s creative direction.

Animated Cutscenes

Concept artwork of Sonic in Never Lake by Studio Junio, one of the studios behind the animated cutscenes of Sonic CD.

In response to criticisms of the “plain” endings in Sonic 1 and 2, the developers of Sonic CD aimed to create more engaging conclusions for the game. Leveraging the Sega CD’s increased storage capacity, they envisioned fully animated sequences that would captivate players and provide a more immersive experience. Thanks to the budget secured from the success of Sonic 1, they were able to turn this vision into reality. To achieve this, they collaborated with Toei Animation, a renowned studio responsible for several popular anime series at the time.

For the production of these animated cutscenes, Toei Animation enlisted the assistance of Studio Junio (later known as Junio Brain Trust). Importantly, the animators from Dragon Ball were brought in to contribute their expertise to the project at the developers’ request.

The process of creating these cutscenes involved traditional animation techniques. Characters were meticulously drawn frame by frame on paper, then traced onto transparent cels and colored. These cels were photographed against carefully crafted background art, and additional layers were incorporated to enhance visual effects. The development team played a significant role in guiding the production, ensuring that the animations aligned seamlessly with their creative vision.

Sega CD sprite sources:
https://www.spriters-resource.com/fullview/104054/
https://www.spriters-resource.com/fullview/111746/
One frame of the opening cutscene in the original Sega CD release (left) compared to the actual animation (right).

When adapting the animated sequences for compatibility with the Sega CD, certain limitations had to be taken into account. The graphics still needed to pass through the Mega Drive’s video chip, which imposed constraints on factors like available colors and resolution. Additionally, the animations had to be compressed to enable real-time streaming from the CD. Despite these challenges, the inherently cartoonish style of animations in Sonic CD made them well-suited for color reduction, ensuring that the final outcome remained visually satisfactory.

Sonic CD employed the STM file format for its animations, delivering uncompressed visuals to the video display processor. This choice of format yielded superior results compared to the Cinepak compression method used in many other Sega CD titles. Notably, the game’s opening sequence alone occupied a substantial 13 MB of storage, surpassing the size of the average cartridge at the time by over eightfold. Remarkably, this opening segment was actually one of the earliest components of the game’s development to be completed.

Soundtrack

The music for Sonic the Hedgehog CD was crafted by Naofumi Hataya and Masafumi Ogata. Notably, it marked the first entry in the Sonic series to incorporate vocal tracks, featuring vocals performed by Keito Utoku. Among these tracks, the opening song was titled “Sonic – You Can Do Anything,” while the ending song bore the name “Cosmic Eternity – Believe in Yourself.”

However, the North American release of Sonic the Hedgehog CD experienced a delay in order to introduce an entirely new soundtrack composed by Spencer Nilsen, who had previously created soundtracks for other Sega CD games. David Young also contributed to this effort. The majority of the original tracks were replaced with new compositions, with one exception being the “past” tracks. These were sequenced PCM tracks that were hard-programmed into the game, akin to other Genesis Sonic soundtracks. As such, replacing and programming new music for these tracks would have required a significantly longer amount of time. A new song called “Sonic Boom,” performed by Nilsen and the band Pastiche, was incorporated for both the opening and ending sequences of the game.

The front cover of Sonic the Hedgehog Boom.

The differing soundtracks of Sonic the Hedgehog CD notably sparked a division of opinions, leading to significant debates about which version was superior. GameFan, a gaming magazine, awarded the Japanese version a perfect score of 100%, but offered a lower score for the American release, explicitly attributing the score reduction solely to the soundtrack change and not any alterations in gameplay.[30]GameFan (2): 18. January 1994. Archived from the original. Responding to the soundtrack controversy, Spencer Nilsen expressed his view that the arguments were “ridiculous” and emphasized that both soundtracks represented distinct musical philosophies and approaches.[31]Horowitz, Ken (December 8, 2008). Interview: Spencer Nilsen. Sega-16. Retrieved on November 16, 2021. He suggested that critics were searching for reasons to criticize the game, though he acknowledged the challenge of replacing a game’s soundtrack after it had been released for some time, likening it to changing the soundtrack of an already-released Star Wars movie.

Both the Japanese and American soundtracks of Sonic the Hedgehog CD have been featured in various music albums associated with the series, and they have also been remixed in subsequent releases. Albums such as “Sonic the Hedgehog Boom” include slightly reimagined versions of tracks from the American soundtrack. “Sonic the Hedgehog – Remix” presents original compositions by Naofumi Hataya that incorporate samples from the Japanese soundtrack. The “Sonic the Hedgehog CD Original Soundtrack 20th Anniversary Edition,” released in 2011, encompasses all tracks from the Japanese soundtrack and features remixes of “Stardust Present” and “Sonic Boom” from the American version, performed by Crush 40 and Cash Cash. Additionally, the Japanese soundtrack was released on vinyl as part of the Sonic CD vinyl album in 2019. In the Sonic the Hedgehog 30th Anniversary Symphony in 2021, Crush 40 once again performed “Sonic Boom.”

Cast

RoleVoice actor
Sonic the HedgehogMasato Nishimura

Reception

Sonic the Hedgehog CD garnered critical acclaim, firmly establishing itself as one of the standout titles for the Sega CD platform. The game’s innovative time-travel mechanics, along with its presentation and music, were highly praised. It achieved significant commercial success, becoming the top-selling game for the Sega CD.[32]“Official Gallup UK Mega-CD sales chart”. Mega (17). February 1994.

Acknowledging its excellence, Sonic the Hedgehog CD was named the “Best Sega CD Game of 1993” by Electronic Gaming Monthly, and it secured the third spot in Mega’s compilation of the “Top 10 Mega-CD Games of All Time.”[33]Mega (Maverick Magazines) (26): 74. November 1994. In a retrospective review, GamePro included Sonic the Hedgehog CD among the top 20 platformers spanning the years 1989 to 2009, ranking it at the twelfth position.[34]McKinley Noble (May 6, 2009). The 20 Best Platformers: 1989 to 2009. GamePro. Archived from the original on November 19, 2009. Retrieved on November 23, 2011. GamesRadar recognized the game’s enduring appeal, positioning it as the sixty-eighth best game of all time.[35]The 100 best games of all time, Xbox 360 FeaturesGamesRadar (April 1, 2011). Retrieved on November 23, 2011.

Even in more recent evaluations, Sonic the Hedgehog CD maintained its impressive reputation. In 2022, IGN celebrated the game’s legacy by ranking it as the seventh best Sonic game in their “10 Best Sonic Games” list.[36]IGN Staff (July 15, 2022). The 10 Best Sonic GamesIGN. Retrieved on December 2, 2022. Similarly, WatchMojo acknowledged its significance by placing it third in their “Top 20 Sonic The Hedgehog Games” ranking, trailing behind only Sonic & Knuckles and Sonic the Hedgehog 2.[37]Reynolds, J. (2022). Top 20 Best Sonic The Hedgehog GamesWatchMojo. Retrieved on December 19, 2022.

The game’s critical reception also acknowledged its role as a pivotal title for the Sega CD platform. Praised for its gameplay innovation, presentation, and music, Sonic the Hedgehog CD continues to be celebrated as a noteworthy entry in the Sonic franchise and the wider realm of platform gaming.

Reception

Review Scores

PublicationScore
Computer and Video Games85%[2]Rand, Paul (November 1993). “Review: Sonic CD” (PDF). Computer and Video Games. No. 144. p. 87. Retrieved August 29, 2017.
Electronic Gaming Monthly34/40[3]“Review Crew: Sonic CD”Electronic Gaming Monthly. Vol. 6, no. 11. November 1992. p. 48. Retrieved December 19, 2017.[note 2]EGM provided four scores of 9, 9, 8, 8 from individual reviewers.
GameFan400/400[4]Halverson, Dave; Rickards, Kelly (K. Lee); Cockburn, Andrew (November 1993). “Viewpoint”GameFan. Vol. 1, no. 12. pp. 21–3.
GamePro5/5[5]The Unknown Gamer (January 1994). “Sega CD ProReview: Sonic the Hedgehog CD (PDF). GamePro. pp. 64–68.
Electronic Games92%[6]Camron, Marc (December 1993). “CD Gallery”Electronic Games. Vol. 2, no. 3. p. 140. Retrieved December 19, 2017.
Entertainment WeeklyA−[7]“Sonic CD; Sonic Chaos; Sonic Spinball; Sonic 3”Entertainment Weekly.
Sega Force Mega85%[8]Chris; Mark (January 1994). “Sonic the Hedgehog CD”. Sega Force Mega. Vol. 2, no. 7. pp. 102–4.
Sega Magazine87%[9]“Review: Sonic CD” (PDF). Sega Magazine. No. 1. January 1994.
Sega Pro90%[10]“Sonic the Hedgehog CD”Sega Pro (Review). November 1993. pp. 38–40. Retrieved February 8, 2018.
Sega-169/10[11]Peeples, Jeremy (June 27, 2004). Sonic CD. Sega-16. Retrieved on April 19, 2014.
VicioJuegos97%

Awards

Award

Best Sega CD Game of 1993[12]“Electronic Gaming Monthly’s Buyer’s Guide”. 1994.

Re-Releases

ImageTitlePlatformDescription
Sonic the Hedgehog CDPCRe-released for PCs running Windows 95 in 1996.
Sonic Gems CollectionNintendo GameCube, PlayStation 2Released in a compilation of other Sega Mega Drive and Game Gear games in 2005.
Sonic the Hedgehog CDAndroid, iOS, PC, PlayStation 3, Xbox 360Remastered in 2011 to celebrate the 20th anniversary of the Sonic series.
Sonic OriginsXbox Series X and Series S, Xbox One, PlayStation 5, PlayStation 4, Nintendo Switch, PC (Steam/Epic Games)Launched on June 23, 2022, in celebration of the 30th anniversary of the Sonic series, this game compilation not only features a remastered version of Sonic the Hedgehog CD but also introduces a variety of additional modes, both newly created and polished existing cutscenes, and a new feature called “Missions.” This enhanced edition of the game also offers the inclusion of Sonic and Tails as playable characters, each equipped with their signature abilities such as Sonic’s Drop Dash and Spin Dash moves. However, some voice clips of Sonic have been omitted, and the game’s menu system has undergone a revamp with specific options, like adjusting the mechanics of the Spin Dash, now accessible directly from the title screen.

Cheat Codes

  • Round Select: At the title screen, press ↑ ↓ ↓ ← → .
  • View Staff’s Time Attack Records: At the title screen, press → → ↑ ↑ ↓ .
  • Move Title Screen Clouds: At the title screen, hold the and press ↑ ↓ ↓ ↓ ↓ ↑. The clouds can then be controlled using on the second controller.
  • Sound Test: At the title screen, press ↓ ↓ ↓ ← → .
  • Edit Mode: At the sound test, select FM40, PCM12, DA11, and then press START. An image of Tails will also be displayed.
  • Secret Special Stage: At the sound test, select FM#07, PCM#07, DA#07, and then press START.
  • Hidden Images: At the sound test, select specific options and then press START.
CodeImageDescriptionMusic playedArtist
FM#44
PCM#11
DA#09
Reads: You are cool
by Sanchanzu
The Palmtree Panic good future theme plays here.Masahiro Sanpei
FM#42
PCM#04
DA#21
Parody of Batman. Reads: S O N I C THE HEDGE HOGThe final boss theme plays here.Takumi Miyake
FM#42
PCM#03
DA#01
Reads: “The Fastest DJ” MC SONIC
Can I kick it?
Come in Bad boys!
K.H
The Metallic Madness present theme plays here.Kazuyuki Hoshino
FM#46
PCM#12
DA#25
Reads: Infinite fun. Sega Enterprises
-Mazin Picture
The boss theme plays here.Masato Nishimura
FM#40
PCM#12
DA#11
Tails and his favorite car, the Lotus Seven.[38]Sonic the Hedgehog 2 (Sega Mega Drive) Japanese instruction booklet, pg. 42. Also enables Edit Mode. Reads: SEE YOU NEXT GAME
Judy·Totoya
The D.A. Garden Little Planet theme plays here.Yasushi Yamaguchi

Adaptations

Shogakukan created a manga adaptation of Sonic the Hedgehog CD, which was included as the concluding part of the Sonic the Hedgehog manga published in the Bessatsu CoroCoro Comic Special magazine. This adaptation was serialized from December 1993 to June 1994.

In addition, the main storyline of the Sonic the Comic series spanning from issues #24 to #28 included an adaptation of Sonic the Hedgehog CD. This adaptation was incorporated as a part of the larger “The Sonic Terminator” arc within the comic series.

The cover of Sonic the Hedgehog #290.

Archie Comics further expanded the tie-in for Sonic the Hedgehog CD by featuring it in Sonic the Hedgehog #25. This tie-in issue explained that the events of the game were situated within the alternate reality known as “In Another Time, In Another Place.” Moreover, Sonic the Hedgehog CD was also integrated into the Post-Super Genesis Wave timeline. It received an adaptation in Sonic the Hedgehog #290, which served as the concluding installment of the Sonic the Hedgehog comic series. This adaptation constituted the third part of the “Genesis of a Hero” storyline.

Trivia

  • The Sonic Gems Collection version of Sonic the Hedgehog CD features clear water due to being a direct port of the Windows 95 version. This version utilized a specific graphics card for water rendering, which was not emulated in the compilation.
  • The “Past” background music tracks, stored in PCM format, are unable to be played in the D.A. Garden.
  • Sonic the Hedgehog CD stands as the inaugural game in the Sonic series to incorporate animated cutscenes. The animated short introducing the Sega CD version of the game is notably shorter than the intro in the PC and GameCube ports, but its slower animation maintains the same duration.
  • The uncut intro showcases more of Sonic traversing the landscape, including running over a lake. Interestingly, a brief segment featuring a mountainside used by Dr. Eggman to tether the Little Planet down, adorned with a large carving of Eggman’s face, is absent from the uncut intros but present in the Sega CD version. Additionally, a small segment missing from the original version’s ending FMV was restored in Sonic Jam and Sonic Gems Collection. This segment can be viewed in its original form at the Pencil Test.
  • Upon entering Edit Mode in Sonic the Hedgehog CD, a hidden image of Tails becomes visible. Tails is also seen in the Tornado at the D.A. Garden/Play Music.
  • In the North American instruction manual, the prologue is almost identical to its European counterpart. However, the character named Amy Rose is referred to as “Princess Sally” in the North American version, aligning with the Sonic the Hedgehog television series where Sally was the lead heroine. In later releases of Sonic the Hedgehog CD, the correct name, “Amy,” is used for the character.
  • Sonic the Hedgehog CD is the first Sonic game to incorporate centiseconds in the time counter, going beyond just minutes and seconds.
  • Regarding the endings, the original Japanese and European versions of the bad ending display the text “TRY AGAIN AND SAVE LITTLE PLANET FOREVER.” In contrast, the North American and Brazilian releases omit the second line, resulting in a simpler “TRY AGAIN.” This alteration is maintained in subsequent versions like the PC port and the 2011 digital release, possibly influenced by the impending release of Sonic the Hedgehog 4: Episode II. The North American version also contains other minor changes, such as allowing players to restart the level in their current time period at the cost of a life.
  • In terms of character design, Metal Sonic’s in-game sprites feature white eyes and a tail, reflecting earlier concept artwork before subsequent modifications.
  • Sonic the Hedgehog CD is the second Sonic game to feature voice acting, the first being SegaSonic the Hedgehog. For instance, when Sonic remains idle for three minutes, he exclaims “I’m outer here!”[39]Masato Nishimura on Twitter (Japanese)Twitter (July 9, 2017). Retrieved on December 6, 2018. before leaping off the screen for a Game Over. Likewise, when earning an extra life, Sonic shouts “Yes!”
  • In Edit Mode, there are unused sprites depicting Sonic sneezing. Additionally, an unused Item Box containing a silver ring can be added during gameplay. Breaking the monitor bestows Sonic with 50 Rings and triggers the lamppost sound effect.
  • The placement of Sonic the Hedgehog CD within the series’ timeline was initially complex, as no specific chronology was established during the game’s development. Ken Balough mentioned that the game’s timeline had no official spot except occurring sometime prior to Sonic the Hedgehog 4: Episode I.
  • According to Masato Nishimura, the landscape designer for the game, Sonic the Hedgehog CD’s timeline is ambiguous. Nishimura also deemed Yasushi Yamaguchi’s previous statement a contradiction, given Metal Sonic’s more advanced nature compared to Mecha Sonic.[40]Masato Nishimura on Twitter (Japanese)Twitter (February 13, 2022). Retrieved on December 21, 2021.
  • Ian Flynn confirmed that Sonic the Hedgehog CD occurs between the original Sonic the Hedgehog and Sonic the Hedgehog 2[41]BumbleKast for February 21st, 2022 – Priority Q&A Podcast with Ian Flynn (39:15)YouTube (February 21, 2022). Retrieved on February 22, 2022. in Sonic Origins, a compilation where players experience the four Sonic games in chronological order.
  • Sonic the Hedgehog CD introduced a game save feature for the first time in the Sonic series.
  • Sonic the Hedgehog CD’s unique screen, exclusively seen upon completing the game with all Time Stones and low Time Attack scores, stems from its direct port from the Windows 95 version, which in turn was not emulated in the compilation.
  • The European manual of Sonic the Hedgehog CD contains numerous mistranslations, especially in the Spanish paragraphs, including erroneous interpretations of “Dash Zones” and the names of specific zones. Similar mistranslations occurred in the French and Italian versions, potentially stemming from a misunderstanding of the English paragraphs.

Notes

  1. EGM provided four scores of 9, 9, 8, 8 from individual reviewers.

References

  1. MEGA-CDディスク(セガ発売) (Japanese)Sega. Archived from the original on June 22, 2020.
  2. Rand, Paul (November 1993). “Review: Sonic CD” (PDF). Computer and Video Games. No. 144. p. 87. Retrieved August 29, 2017.
  3. “Review Crew: Sonic CD”Electronic Gaming Monthly. Vol. 6, no. 11. November 1992. p. 48. Retrieved December 19, 2017.
  4. Halverson, Dave; Rickards, Kelly (K. Lee); Cockburn, Andrew (November 1993). “Viewpoint”GameFan. Vol. 1, no. 12. pp. 21–3.
  5. The Unknown Gamer (January 1994). “Sega CD ProReview: Sonic the Hedgehog CD (PDF). GamePro. pp. 64–68.
  6. Camron, Marc (December 1993). “CD Gallery”Electronic Games. Vol. 2, no. 3. p. 140. Retrieved December 19, 2017.
  7. “Sonic CD; Sonic Chaos; Sonic Spinball; Sonic 3”Entertainment Weekly.
  8. Chris; Mark (January 1994). “Sonic the Hedgehog CD”. Sega Force Mega. Vol. 2, no. 7. pp. 102–4.
  9. “Review: Sonic CD” (PDF). Sega Magazine. No. 1. January 1994.
  10. “Sonic the Hedgehog CD”Sega Pro (Review). November 1993. pp. 38–40. Retrieved February 8, 2018.
  11. Peeples, Jeremy (June 27, 2004). Sonic CD. Sega-16. Retrieved on April 19, 2014.
  12. “Electronic Gaming Monthly’s Buyer’s Guide”. 1994.
  13. Sonic the Hedgehog CD (Sega Mega-CD) Japanese instruction booklet, pgs. 4-5.
  14. Sonic the Hedgehog CD (Sega Mega-CD) Japanese instruction booklet, pgs. 6-7.
  15. Sonic the Hedgehog CD (Sega CD) United States instruction booklet, pg. 17.
  16. Sonic the Hedgehog CD (Sega CD) United States instruction booklet, pgs. 18-19.
  17. strafefox (March 3, 2020). The Making of Sonic CD. YouTube. Retrieved on July 22, 2023.
  18. Linnenman, John (April 8, 2018). DF Retro: Sonic CD – under-appreciated but still brilliant today. Eurogamer. Retrieved on February 7, 2023.
  19. “History”. The History of Sonic the Hedgehog. Les Editions Pix’n Love. September 6, 2013. pp. 44-45. ISBN 978-1-926778-96-9.
  20. Sheffield, Brandon (December 4, 2009). Out of the Blue: Naoto Ohshima Speaks. GameDeveloper. Retrieved on February 7, 2023.
  21. Electronic Gaming Monthly staff (March 1993). “CD Sonic the Hedgehog“. Electronic Gaming Monthly (44): 122. Archived from the original. Retrieved on February 7, 2023.
  22. strafefox (May 22, 2018). The Making of Sonic the Hedgehog 2. YouTube. Retrieved on April 20, 2023.
  23. Sonic CD – Developer Interview Collection. Shmuplations.com. Retrieved on February 7, 2023.
  24. Masato Nishimura (March 19, 2012). まぢん on Twitter. Retrieved on February 9, 2023. “Masato Nakamura: そういやソニックCDのスペシャルステージも、開発初期の段階ではメガCDの回転機能を生かし、ソニック1のスペシャルステージを発展させた、2枚の独立して回転する迷路を行き来しながらタイムストーンを見つけるタイプだったなぁ。結局あの形に変更されたのは、マリオカートが出たせいw [Come to think of it, Sonic CD‘s Special Stages were a development of Sonic 1‘s Special Stages that took advantage of the Mega CD’s rotating function in the early stages of development, and was a type where you could find the Time Stone by going back and forth between two independently rotating mazes. After all, it was changed to that form because Mario Kart came out lol]”
  25. Sega (December 12, 2011). Sonic CD – Developer Diary. YouTube. Retrieved on August 2, 2023.
  26. Stuart, Keith (November 6, 2014). Sega Mega Drive/Genesis: Collected Works. Read-Only Memory. p. 289. ISBN 978-0957576810. “Kazuyuki Hoshino: Although I created the in-game graphics for Amy, there were many people involved in the birth of the character, with staff members from various departments all contributing ideas. Just like Mickey needs Minnie to exist, Sonic’s world needed a heroine that could not be ignored. Her fashion – the headpiece and trainers – reflect Naoto Ohshima’s taste, while her mannerisms reflect the kind of traits I looked for in women at the time.”
  27. Sonic the Hedgehog – Developer Interview Collection. Shmuplations.com. Retrieved on February 10, 2019.
  28. Naoto Ohshima on Twitter. Twitter. Archived from the original on February 10, 2019. Retrieved on February 10, 2019. “Naoto Ohshima: An image of Retro Amy’s decision was found. Mr. Hoshino painted the picture. Retro Amy’s design finish[sic] was Mr. Hoshino.”
  29. Naoto Ohshima on Twitter. Twitter. Archived from the original on February 10, 2019. Retrieved on February 10, 2019. “Naoto Ohshima: This picture is me, but Amy’s finish design[sic] is Hoshino.”
  30. GameFan (2): 18. January 1994. Archived from the original.
  31. Horowitz, Ken (December 8, 2008). Interview: Spencer Nilsen. Sega-16. Retrieved on November 16, 2021.
  32. “Official Gallup UK Mega-CD sales chart”. Mega (17). February 1994.
  33. Mega (Maverick Magazines) (26): 74. November 1994.
  34. McKinley Noble (May 6, 2009). The 20 Best Platformers: 1989 to 2009. GamePro. Archived from the original on November 19, 2009. Retrieved on November 23, 2011.
  35. The 100 best games of all time, Xbox 360 FeaturesGamesRadar (April 1, 2011). Retrieved on November 23, 2011.
  36. IGN Staff (July 15, 2022). The 10 Best Sonic GamesIGN. Retrieved on December 2, 2022.
  37. Reynolds, J. (2022). Top 20 Best Sonic The Hedgehog GamesWatchMojo. Retrieved on December 19, 2022.
  38. Sonic the Hedgehog 2 (Sega Mega Drive) Japanese instruction booklet, pg. 42.
  39. Masato Nishimura on Twitter (Japanese)Twitter (July 9, 2017). Retrieved on December 6, 2018.
  40. Masato Nishimura on Twitter (Japanese)Twitter (February 13, 2022). Retrieved on December 21, 2021.
  41. BumbleKast for February 21st, 2022 – Priority Q&A Podcast with Ian Flynn (39:15)YouTube (February 21, 2022). Retrieved on February 22, 2022.