30 Days of Sonic 2023
Day 4: Sonic CD
This game is still an enigma amongst Sonic titles.
The level design is jumbled, chaotic, sort of like some kid's backyard hodgepodge. The time travel mechanic is inconsistent, and mostly serves as a hindrance more than a benefit due to the abundance of Future signs that plague the levels. With two of its fundamental factors hinging on the verge of being outright bad, it's impossible to see Sonic CD today as a good game, let alone a great game.
Yet, it somehow comes together.
Maybe its the way that in the desolate spaces between the beginning and the end, the graphics and music (both US and JP) blend together to drive your senses into overload, in tandem with the chaos that is the levels of Sonic CD. Maybe its the way Sonic's moveset delivers the perfect tools to explore the grandiose scope of the various attractions of Little Planet, a world too large for a 4:3 screen. Maybe its the way CD becomes the first mainline game to remove the rolljump lock, making platforming almost perfect had there not be the imposing barrier of the air speed cap. Maybe its the ambitious style of the Special Stages, and how despite its clunky graphics, ends up becoming the most skill based and rewarding special stages in the Origins quadrant. Maybe it's how the FMVs etches a smile on my face due to its charming nature, despite its bit-crunched, hardware-limited quality.
Maybe its the way Palmtree Panic provides a vibrant and welcoming escapade into the wild world of Little Planet, with a future that either celebrates your labored endeavors, or devastates you with consequences of your apathy. Maybe its the way Collision Chaos pisses me the fuck off every time I play it, for there being a solid basis for good platforming level. Maybe its the way Tidal Tempest's empty corridors weave you in and out of the teal waters and still leaves you feeling empty by the end. Maybe its the way the colorful ores Quartz Quadrant amplifies the energetic vibes of the world and rocks you through the best designed level in CD, both structure-wise and sound-wise. Maybe its the way Wacky Workbench sends you into a tirade of curses, as its electrical floor sends you catapulting into another series of traps as the music awkwardly loops over itself (at least, in the US version). Maybe its the way Stardust Speedway is secretly a Sonic 2 level embedded within its family of otherwise unorthodox levels.
Maybe its the way I can't really decide on whether Metallic Madness is a great level, or if it's the result of an excessive overflow of Naoto Oshima's vision of a wacky, confusing world.
Maybe I just have poor taste. But perhaps that's it. Sonic CD is an experience that really comes down to personal taste. For me? Sonic CD is everything, it's everywhere, it's all of it at once. And somehow, it clicked.
Final rating:
1993 version - 7/10
2011 version - 8.5/10
Day 4: Sonic CD
This game is still an enigma amongst Sonic titles.
The level design is jumbled, chaotic, sort of like some kid's backyard hodgepodge. The time travel mechanic is inconsistent, and mostly serves as a hindrance more than a benefit due to the abundance of Future signs that plague the levels. With two of its fundamental factors hinging on the verge of being outright bad, it's impossible to see Sonic CD today as a good game, let alone a great game.
Yet, it somehow comes together.
Maybe its the way that in the desolate spaces between the beginning and the end, the graphics and music (both US and JP) blend together to drive your senses into overload, in tandem with the chaos that is the levels of Sonic CD. Maybe its the way Sonic's moveset delivers the perfect tools to explore the grandiose scope of the various attractions of Little Planet, a world too large for a 4:3 screen. Maybe its the way CD becomes the first mainline game to remove the rolljump lock, making platforming almost perfect had there not be the imposing barrier of the air speed cap. Maybe its the ambitious style of the Special Stages, and how despite its clunky graphics, ends up becoming the most skill based and rewarding special stages in the Origins quadrant. Maybe it's how the FMVs etches a smile on my face due to its charming nature, despite its bit-crunched, hardware-limited quality.
Maybe its the way Palmtree Panic provides a vibrant and welcoming escapade into the wild world of Little Planet, with a future that either celebrates your labored endeavors, or devastates you with consequences of your apathy. Maybe its the way Collision Chaos pisses me the fuck off every time I play it, for there being a solid basis for good platforming level. Maybe its the way Tidal Tempest's empty corridors weave you in and out of the teal waters and still leaves you feeling empty by the end. Maybe its the way the colorful ores Quartz Quadrant amplifies the energetic vibes of the world and rocks you through the best designed level in CD, both structure-wise and sound-wise. Maybe its the way Wacky Workbench sends you into a tirade of curses, as its electrical floor sends you catapulting into another series of traps as the music awkwardly loops over itself (at least, in the US version). Maybe its the way Stardust Speedway is secretly a Sonic 2 level embedded within its family of otherwise unorthodox levels.
Maybe its the way I can't really decide on whether Metallic Madness is a great level, or if it's the result of an excessive overflow of Naoto Oshima's vision of a wacky, confusing world.
Maybe I just have poor taste. But perhaps that's it. Sonic CD is an experience that really comes down to personal taste. For me? Sonic CD is everything, it's everywhere, it's all of it at once. And somehow, it clicked.
Final rating:
1993 version - 7/10
2011 version - 8.5/10
This provides a unique Classic sonic experience
This title coming after the first Sonic the hedgehog in terms of development (As Sonic Origins proves) comes with a new method of mobility the Super-Peelout, it allows sonic to instantly reach max speed but has vulnerability compared to the spin-dash, this ability feels pretty important and becomes natural to use with the gimmick of time travel that CD introduces.
The time travel gimmick is impressive and adds lots of depth to the stage designs. This is done by passing future/past signs and maintaining max speed for a few seconds. This will warp Sonic into the past or future with different aesthetic and musical themes.
Level design: The level design of Sonic CD has the most visual flare out of all the classic games, bringing unique soundtracks with each time period also. But this sadly does not mean the layout of the levels is the strongest because some of the stages become easy to navigate without thinking within 20 seconds to beat the stage and doesn't provide too much challenge to navigate in new ways and on the other side of the coin some stages become confusing to find your way around (such as the final stage) which the difference in pace becomes very noticeable.
Bosses: The boss fights within Sonic CD are very unique, providing different ways to tackle them, these can range from jumping on stone blocks and navigating to the roof to having a race against Metal Sonic. These fights also can go back to basics in the starter stages to provide a brand new experience.
Soundtrack: The soundtrack of this game is fantastic. I played on the Steam release (that is no longer available, because of Origins) which gave me the opportunity to switch between the US and JP versions. I love the JP version of the soundtrack it feels so funky and stardust speedway is a banger. I find the US version to be really weird because despite absolutely loving the main theme Sonic Boom, there are weird cases where you question if they made the game for a younger audience with the game over screen sounding very creepy.
Overall: A gem of a sonic title that is very unique in a great way to provide a long-lasting memorable experience
This title coming after the first Sonic the hedgehog in terms of development (As Sonic Origins proves) comes with a new method of mobility the Super-Peelout, it allows sonic to instantly reach max speed but has vulnerability compared to the spin-dash, this ability feels pretty important and becomes natural to use with the gimmick of time travel that CD introduces.
The time travel gimmick is impressive and adds lots of depth to the stage designs. This is done by passing future/past signs and maintaining max speed for a few seconds. This will warp Sonic into the past or future with different aesthetic and musical themes.
Level design: The level design of Sonic CD has the most visual flare out of all the classic games, bringing unique soundtracks with each time period also. But this sadly does not mean the layout of the levels is the strongest because some of the stages become easy to navigate without thinking within 20 seconds to beat the stage and doesn't provide too much challenge to navigate in new ways and on the other side of the coin some stages become confusing to find your way around (such as the final stage) which the difference in pace becomes very noticeable.
Bosses: The boss fights within Sonic CD are very unique, providing different ways to tackle them, these can range from jumping on stone blocks and navigating to the roof to having a race against Metal Sonic. These fights also can go back to basics in the starter stages to provide a brand new experience.
Soundtrack: The soundtrack of this game is fantastic. I played on the Steam release (that is no longer available, because of Origins) which gave me the opportunity to switch between the US and JP versions. I love the JP version of the soundtrack it feels so funky and stardust speedway is a banger. I find the US version to be really weird because despite absolutely loving the main theme Sonic Boom, there are weird cases where you question if they made the game for a younger audience with the game over screen sounding very creepy.
Overall: A gem of a sonic title that is very unique in a great way to provide a long-lasting memorable experience
Sonic CD is not a well-designed game. It is cryptic, confusing and Wacky Workbench can go fuck itself. This is what I thought to myself on my first playthrough.
However, I find this game so incredibly endearing like no other entry in the franchise. As a result, I have found myself coming back time and time again, working around the bullshit to revel in 2 specific aspects of the game that are undeniably brilliant.
The first is it's soundtrack. Having a past/present/Gfuture/Bfuture of a stage is not only an incredible concept visually, but also a composer's dream. As if that weren't enough, SEGA of America heard it and thought "we can do better than that." It's still disputed if they actually did (the boss theme haunts my dreams) but having two entirely distinct and inspired soundtracks in any game is never a bad thing.
The Soundtrack is a big part of the other thing that gives this game its gravitational pull, its psychedelic atmosphere. Some do not enjoy the flashing lights and vibrant patterns/colours of it's alliteratively named stages, which sound more like intense cerebral notions rather than geographical locations. I for one can tell they were on something when they made this game, and I want their dealers number.
Not a good game, but it was never really trying to be one.
However, I find this game so incredibly endearing like no other entry in the franchise. As a result, I have found myself coming back time and time again, working around the bullshit to revel in 2 specific aspects of the game that are undeniably brilliant.
The first is it's soundtrack. Having a past/present/Gfuture/Bfuture of a stage is not only an incredible concept visually, but also a composer's dream. As if that weren't enough, SEGA of America heard it and thought "we can do better than that." It's still disputed if they actually did (the boss theme haunts my dreams) but having two entirely distinct and inspired soundtracks in any game is never a bad thing.
The Soundtrack is a big part of the other thing that gives this game its gravitational pull, its psychedelic atmosphere. Some do not enjoy the flashing lights and vibrant patterns/colours of it's alliteratively named stages, which sound more like intense cerebral notions rather than geographical locations. I for one can tell they were on something when they made this game, and I want their dealers number.
Not a good game, but it was never really trying to be one.
The Sonic 30th Anniversary Symphony only having a Crush 40 remix of "Sonic Boom" to represent this game just makes me think about what a fucking travesty it was for the U.S. soundtrack to exist in the first place. The Japanese soundtrack is one of the best Sonic OSTs ever made, and I will fight to the death over that opinion.
The game itself is okay, I guess.
The game itself is okay, I guess.
SONIC THE HEDGEHOG- 3/20
Feels more like a transitional game between Sonics 1 and 2 instead of 2 and 3, which is weird. There's not a dip in quality like Metropolis Zone, just a consistently okay experience that doesn't stack up to the first half of 2- a short one, too. CD has like half the zones of Sonic 2, but 3 acts per zone. It feels like a net loss, which I could forgive if the bosses were better than 2's selection. Most of them are pretty terrible, with the exception of racing Metal Sonic down Stardust Speedway, which is probably the highlight of the game.
Being on the Sega CD its presentation is leaps and bounds ahead of its Mega Drive bretheren- it's got the best OST of Sonic's 2D titles (also containing the series' first vocal track, which would rapidly become a staple, thankfully) and the little animated cutscenes have so much charm in them.
Overall a solid experience- definitely better than Sonic 1- but I was spoiled by the first half of Sonic 2.
Next- Sonic the Hedgehog 3
Previous- Sonic the Hedgehog 2
Feels more like a transitional game between Sonics 1 and 2 instead of 2 and 3, which is weird. There's not a dip in quality like Metropolis Zone, just a consistently okay experience that doesn't stack up to the first half of 2- a short one, too. CD has like half the zones of Sonic 2, but 3 acts per zone. It feels like a net loss, which I could forgive if the bosses were better than 2's selection. Most of them are pretty terrible, with the exception of racing Metal Sonic down Stardust Speedway, which is probably the highlight of the game.
Being on the Sega CD its presentation is leaps and bounds ahead of its Mega Drive bretheren- it's got the best OST of Sonic's 2D titles (also containing the series' first vocal track, which would rapidly become a staple, thankfully) and the little animated cutscenes have so much charm in them.
Overall a solid experience- definitely better than Sonic 1- but I was spoiled by the first half of Sonic 2.
Next- Sonic the Hedgehog 3
Previous- Sonic the Hedgehog 2
O segundo melhor Sonic, o melhor 2D. Level design inteligente, único, valorizando velocidade, e ainda dando tempo pro jogador reagir. Melhores bosses, músicas, artstyle, gameplay/design dinâmico que incentiva a exploração e criatividade do jogador.
https://recantododragao.com.br/sonichedgehog-cd/
https://recantododragao.com.br/sonichedgehog-cd/
This game is kinda hard to talk about because i feel like it's a bit underrated, but also understanding as to why this game isnt as fondly looked at as the other Sonic games. The level design isnt really meant for going fast and mastering the level, but more about exploring for getting the good future. It's a interesting idea, but i feel like it isnt handled that well in this game and it doesn't really feel like the levels are designed for speed. With that said, i like the music of both US and JP, there is some levels i liked such as Stardust Speedway, Collison Chaos, and Metallic Madness is a good final level. But im not huge on this game personally. Even with its underrated elements. 6/10
Maybe the best looking game ever and i honestly adore the maze like level design. Like this shit is borderline non euclidean it's great. I know people complain like "oohhhhhhh i gotta break all the robot transporters this game stinks!!!!!" but you can also just... not? just play the game normally if you want to! Reminds me of people complaining about crash 4's 100% completion requirements, deeply stupid gamer shit!
Scott the woz is pretty funny but he has very boring taste in video games. Like he compares sonic cd's level design to jackson pollock paintings as a negative???!!! Come on man that sounds like the dopest shit ever!
Scott the woz is pretty funny but he has very boring taste in video games. Like he compares sonic cd's level design to jackson pollock paintings as a negative???!!! Come on man that sounds like the dopest shit ever!
Some days ago I remembered how cool this game aesthetic and music were, and thought to myself "man maybe I should replay this game huh"
I used to HATE Sonic CD when I was a kid, I thought the levels were confusing, and the boss fights were ridiculous, and, yeah, those two statements were true, actually, but now I have a newfound appreciation for this game.
Many hate the vertical level design, and I can understand why, it kinda goes against what Sonic is about, speed, however, I can't say that I did not have fun playing through these stages, also, I really like exploring the level and traveling through to find the Metal Sonic holograms and Eggman's Machines, however, if there is a thing I HATE about this system is that, after you get all 7 Time Stones, you are permanently locked in the Good Ending and all holograms and machines in every stage will be destroyed, this kinda makes time traveling pointless.
Also, just because I learned to like Sonic CD's stages, doesn't mean I think all of them are good, Wacky Workbench is one of the worst zones in this franchise's history, it's terrible.
About the boss fights, yeah they still suck, with the only exception being Metal Sonic, it's a cool setpiece with a great music, what more can I say?
And since I've mentioned music, Sonic CD, as the name implies, was the first game in the series to be made within the capabilities of a CD, so the devs had much less limitations when it came to music, they could use some real instruments and samples instead of the chip sounds in the Sega Genesis, and boy, they went HARD with this soundtrack, it screams 90s vibes and I love it, one of the best in the series to this day, it's probably my favorite alongside Frontiers' and Mania's soundtrack.
Overall, Sonic CD is a cool game, far from being the best but I quite enjoy it.
I used to HATE Sonic CD when I was a kid, I thought the levels were confusing, and the boss fights were ridiculous, and, yeah, those two statements were true, actually, but now I have a newfound appreciation for this game.
Many hate the vertical level design, and I can understand why, it kinda goes against what Sonic is about, speed, however, I can't say that I did not have fun playing through these stages, also, I really like exploring the level and traveling through to find the Metal Sonic holograms and Eggman's Machines, however, if there is a thing I HATE about this system is that, after you get all 7 Time Stones, you are permanently locked in the Good Ending and all holograms and machines in every stage will be destroyed, this kinda makes time traveling pointless.
Also, just because I learned to like Sonic CD's stages, doesn't mean I think all of them are good, Wacky Workbench is one of the worst zones in this franchise's history, it's terrible.
About the boss fights, yeah they still suck, with the only exception being Metal Sonic, it's a cool setpiece with a great music, what more can I say?
And since I've mentioned music, Sonic CD, as the name implies, was the first game in the series to be made within the capabilities of a CD, so the devs had much less limitations when it came to music, they could use some real instruments and samples instead of the chip sounds in the Sega Genesis, and boy, they went HARD with this soundtrack, it screams 90s vibes and I love it, one of the best in the series to this day, it's probably my favorite alongside Frontiers' and Mania's soundtrack.
Overall, Sonic CD is a cool game, far from being the best but I quite enjoy it.