Actions

Difference between revisions of "Sonic the Hedgehog CD"

From Sonic Retro

(Rereleases)
 
(223 intermediate revisions by 50 users not shown)
Line 1: Line 1:
:''For the 2011 remake, see ''[[Sonic the Hedgehog CD (2011)]]''.''
+
{{OtherPage|desc=the 2011 remake|page=Sonic the Hedgehog CD (2011)}}
 
{{Bob
 
{{Bob
 
| bobscreen=Scd titlescreen.png
 
| bobscreen=Scd titlescreen.png
 +
| bobscreen2=SonicCD MCD EU Title.png
 +
| bobscreen3=SonicCD MCD JP Title.png
 +
| bobscreen4=SonicCD PC Title 1995.png
 +
| bobscreen5=SonicCD PC TitleScreen.png
 +
| tab1={{MCD}} NTSC-U
 +
| tab2={{MCD}} PAL
 +
| tab3={{MCD}} NTSC-J
 +
| tab4={{PC}} Dino
 +
| tab5={{PC}} DirectX
 
| icon=SonicCD Win icon.png
 
| icon=SonicCD Win icon.png
| publisher=[[Sega]]
+
| publisher={{company|[[Sega]]|system=MCD}}
| developer=[[Sonic Team]]
+
{{company|[[Sega PC]]|system=PC}}
| system=[[Sega Mega CD]], Windows PC
+
{{company|[[Expert Software]]|system=PC|region=US}}
| europe=<br>October 1993 (Mega CD)<br>October 3, 1996 (PC)
+
{{company|[[Swing! Entertainment]]|system=PC|region=Germany}}
| usa=<br>November 19, 1993 (Mega CD)<br>September 26, 1996 (PC)
+
| developer={{company|[[Sega CS3]]<ref>based on producer Makoto Oshitani and other confirmed CS3 staff members</ref>{{ref|https://web.archive.org/web/20230916201712/https://twitter.com/SiFi_TZK/status/1013066838039646208}}|system=MCD}}
| japan=<br>September 23, 1993 (Mega CD)<br>August 9, 1996 (PC)
+
{{company|[[Sega CS1]]|system=MCD|role=early development?<ref>based on producer Minoru Kanari</ref>}}
| rrp_jp=8,800 (Mega CD)<br>¥7,800 (PC)
+
{{company|[[H.I.C.]]|system=MCD,PC|role=programming}}
| genre=Action
+
{{company|[[Toei Animation]]|system=MCD|role=animation}}
|bbfc=u|pegi=3|esrb=e|grb=a|usk=6|oflc=g|cero=free|elspa=3|vrc=ga
+
{{company|[[Sonic Team]]|system=MCD}}
 +
{{company|[[Sega PC]]|system=PC}}
 +
{{company|[[Shout! Design Works]]|system=PC|role=programming}}
 +
{{company|[[CRI]]|system=PC|role=graphics data conversion & additional art}}
 +
{{company|[[Cube]]|system=PC|role=music and sound effect recomposition}}
 +
{{company|[[Sega Digital Studio]]|system=PC|role=animation movie}}
 +
| distributor={{company|[[SKC Softland]]|system=PC|region=KR}}
 +
{{company|[[Worldwise Enterprise]]|system=PC|region=TW}}
 +
{{company|[[Media Master International]]|system=PC|region=TW}}
 +
| system=[[Sega Mega-CD]], [[Windows PC]]
 +
| peripherals={{MCD}} [[CD BackUp RAM Cart]]
 +
| players=1
 +
| genre=Action{{ref|https://web.archive.org/web/20200622192404/https://sega.jp/history/hard/mega-cd/software.html}}
 +
| releases={{releasesMCD
 +
| mcd_date_jp=1993-09-23{{ref|https://web.archive.org/web/20200622192404/https://sega.jp/history/hard/mega-cd/software.html}}
 +
| mcd_code_jp=G-6021
 +
| mcd_rrp_jp=8,800
 +
| mcd_date_us=1993-11-23
 +
| mcd_rrp_us=59.99{{magref|gamepro|54|68}}
 +
| mcd_code_us=4407
 +
| mcd_rating_us=ga
 +
| mcd_date_eu=1993-10
 +
| mcd_code_eu=4407
 +
| mcd_date_uk=1993-11-23{{magref|Sunday Mirror|1993-11-21|14}}
 +
| mcd_code_uk=4407
 +
| mcd_rating_uk=u
 +
| mcd_rrp_uk=44.99{{magref|mega|13|23}}{{magref|megapower|7|80}}
 +
| mcd_date_br=199x
 +
| mcd_code_br=063220
 +
| mcd_date_pt=199x
 +
| mcd_code_pt=CDJ4407
 +
| mcd_date_de=1993-10{{magref|videogames|1993-09|43}}
 +
| mcd_code_de=4407
 +
| mcd_rrp_de=99.95{{magref|videogames|1993-09|43}}
 +
| mcd_date_au=1993
 +
| mcd_rating_au=g
 +
| mcd_rrp_au=119.95{{magref|mz|35|27}}
 +
| mcd_date_kr=199x
 +
| mcd_code_kr=GD0003JG
 
}}
 
}}
 +
{{releasesPC
 +
| pc_date_jp=1996-08-09{{ref|http://web.archive.org/web/20011102152831/http://sega.jp/pc/soniccd/}}
 +
| pc_code_jp=HCJ-0104
 +
| pc_rrp_jp=7,800 (''8,190''){{ref|http://web.archive.org/web/20011102152831/http://sega.jp/pc/soniccd/}}
 +
| pc_rating_jp=all
 +
| pc_date_us=1996-09-26
 +
| pc_code_us=85015
 +
| pc_rating_us=ka
 +
| pc_date_us_ex=1997-09{{intref|{{#switch:{{SITENAME}}|Sonic Retro=sega:}}Press release: 1997-06-20: Sega chooses Expert Software for PC distribution agreement}}
 +
| pc_rrp_us_ex=19.99{{intref|{{#switch:{{SITENAME}}|Sonic Retro=sega:}}Press release: 1997-06-20: Sega chooses Expert Software for PC distribution agreement}}
 +
| pc_code_us_ex=6805 01
 +
| pc_rating_us_ex=ka
 +
| pc_date_us_Expert Software=1998
 +
| pc_code_us_Expert Software=6805 02
 +
| pc_rating_us_Expert Software=ka
 +
| pc_date_us_OEM Dino=199x
 +
| pc_rating_us_OEM Dino=ka
 +
| pc_date_eu=1996-10-03
 +
| pc_code_eu=MK-85015
 +
| pc_rating_eu=3
 +
| pc_date_de=1996-10-03
 +
| pc_code_de=MK-85015
 +
| pc_rating_de=0
 +
| pc_date_de_Swing!=199x
 +
| pc_rating_de_Swing!=0
 +
| pc_date_uk_OEM Dino=199x
 +
| pc_rating_uk_OEM Dino=3
 +
| pc_date_au=1996
 +
| pc_code_au=FSON18CDW
 +
| pc_rating_au=
 +
| pc_date_br=199x
 +
| pc_date_br_OEM Dino=199x
 +
| pc_date_kr=199x
 +
}}
 +
}}
 +
 +
'''''Sonic the Hedgehog CD''''' (ソニック・ザ・ヘッジホッグCD) is the first and only ''[[:Category:Games|Sonic the Hedgehog]]'' title released for the [[sega:Sega Mega-CD|Mega-CD]] add-on used with the [[sega:Sega Mega Drive|Sega Mega Drive]] console. Developed separately from the sequels done by the [[sega:Sega Technical Institute|Sega Technical Institute]], the game was directed by the creator of [[Sonic the Hedgehog|Sonic]], [[sega:Naoto Ohshima|Naoto Ohshima]].
  
'''''Sonic the Hedgehog CD''''' (ソニック・ザ・ヘッジホッグCD) is the first and only ''[[Games featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' title released for the [[sega:Mega CD|Mega CD]]/[[Sega CD]] add-on for the [[sega:Sega Mega Drive|Sega Mega Drive]]/[[Sega Genesis]] console. Developed separately from the sequels done by [[Sega Technical Institute]], the game was directed by the creator of [[Sonic the Hedgehog|Sonic]], [[Naoto Ohshima]]. Introducing such fan favorites as [[Amy Rose]] and [[Metal Sonic]], it has become something of a cult classic, partly because of its release on the expensive add-on that most Mega Drive owners did not have access to, and partly because of its visual style and gameplay that makes it stand out from the other classic games in the series.
+
Introducing such fan favorites as [[Amy Rose]] and [[Metal Sonic]], it has become something of a cult classic, partly because of its release on the expensive add-on that most Mega Drive owners did not have access to, and partly because of its visual style and gameplay that makes it stand out from the other classic games in the series.
  
 
==Story==
 
==Story==
 
 
[[File:Sonic CD Mountain Art.jpg|thumb|190px|The main setting of ''Sonic the Hedgehog CD''.]]
 
[[File:Sonic CD Mountain Art.jpg|thumb|190px|The main setting of ''Sonic the Hedgehog CD''.]]
For one month out of the year, a mysterious miniature planet called the [[Little Planet]] appears over the enormous [[Never Lake]]. Both a place of beauty and wonder, it is said that time moves freely on the planet, and that entire sceneries can change in a blink of an eye, all because of the mysterious secret they hold, the seven mystical Time Stones. It is said that whoever possesses the mysterious gems will be able to freely move through time, just as the surface of Little Planet does.
+
For one month out of the year, an enigmatic miniature celestial body called the [[Little Planet]] appears over the enormous [[Never Lake]]. Both a place of beauty and wonder, it is said that time moves freely on the planet, and that entire sceneries can change in a blink of an eye, all because of the mysterious secret they hold, the seven mystical Time Stones. It is said that whoever possesses these gems will be able to freely move through time, just as the surface of Little Planet does.
  
 
Almost expectantly, the news of such a place grabs the attention of [[Dr. Eggman]], the mad genius who desires nothing more than world domination. Journeying to the Little Planet, Eggman immediately begins turning it into his personal fortress, littering the landscape with his mechanical genius. Powered not by [[animals]] but by the essence of flowers, he sets his army to tear the planet apart so he can claim the Time Stones for himself.
 
Almost expectantly, the news of such a place grabs the attention of [[Dr. Eggman]], the mad genius who desires nothing more than world domination. Journeying to the Little Planet, Eggman immediately begins turning it into his personal fortress, littering the landscape with his mechanical genius. Powered not by [[animals]] but by the essence of flowers, he sets his army to tear the planet apart so he can claim the Time Stones for himself.
Line 25: Line 108:
 
As fate would have it, [[Sonic the Hedgehog]], the speedy blue blur who has stopped Eggman time and again, was also intending on seeing the small, miracle planet, oblivious to the fact Eggman had already beaten him to the locale. Learning of the news that Sonic was fast approaching, Eggman only smiled, excited to put his latest and greatest invention up against the hedgehog, confident that he would finally be able to defeat his arch enemy once and for all...
 
As fate would have it, [[Sonic the Hedgehog]], the speedy blue blur who has stopped Eggman time and again, was also intending on seeing the small, miracle planet, oblivious to the fact Eggman had already beaten him to the locale. Learning of the news that Sonic was fast approaching, Eggman only smiled, excited to put his latest and greatest invention up against the hedgehog, confident that he would finally be able to defeat his arch enemy once and for all...
  
Arriving at Never Lake, Sonic immediately could tell that something was amiss. The Little Planet, which should have been a shining example of natural beauty, was instead covered in a mechanical wasteland, visible even from the distance he was at. Chained to the Earth's surface, Sonic examined the mountainside the chain was connected to, recognized the visage etched into its surface. With the image of Eggman's face smiling at him, Sonic confirmed what he was already expecting. Jumping onto the chain, Sonic quickly darted up, speeding towards the surface of the Little Planet and preparing to face Eggman once more.
+
Arriving at Never Lake, Sonic immediately could tell that something was amiss. The Little Planet, which should have been a shining example of natural beauty, was instead covered in a mechanical wasteland, visible even from the distance he was at. Seeing that the small planet was tethered to the Earth's surface, Sonic examined the mountainside the chain was connected to, recognizing the visage etched into its surface. With the image of Eggman's face smiling at him, Sonic confirmed what he was already expecting. Jumping onto the chain, Sonic quickly darted up, speeding towards the surface of the Little Planet and preparing to face Eggman once more.
  
What might have otherwise been another simple fight against the genius scientist was immediately complicated by another layer that Sonic only discovered once he set foot in [[Palmtree Panic]]. [[Amy Rose]], Sonic's biggest fan and self-proclaimed girlfriend, had been doing what she often did, playing around with her tarot cards in an attempt to look into the future. The cards telling her that she had a "destined encounter" with Sonic at Never Lake, she journeyed herself to the Little Planet, immediately becoming excited once she spotted her blue idol. None too pleased with Amy's appearance, she may have been nothing more than a slight bother if not for Eggman's intervention. At the outskirts of [[Collision Chaos]], Sonic received his first glimpse of [[Metal Sonic]], a robotic duplicate that Eggman created specificly to counter Sonic's every move. In the blink of an eye, the robot snatched up Amy, disappearing into the horizon. Now Sonic must not only stop Dr. Eggman and grab the Time Stones before he does, but save Amy Rose from the clutches of his metallic doppelgänger.
+
What might have otherwise been another simple fight against the genius scientist was immediately complicated by another layer that Sonic only discovered once he set foot in [[Palmtree Panic]]. [[Amy Rose]], Sonic's biggest fan and self-proclaimed girlfriend, had been doing what she often did, playing around with her tarot cards in an attempt to look into the future. The cards telling her that she had a "destined encounter" with Sonic at Never Lake, she journeyed herself to the Little Planet, immediately becoming excited once she spotted her blue idol.
 +
 
 +
None too pleased with Amy's appearance, she may have been nothing more than a slight bother if not for Eggman's intervention. At the outskirts of [[Collision Chaos]], Sonic received his first glimpse of [[Metal Sonic]], a robotic duplicate that Eggman created specifically to counter Sonic's every move. In the blink of an eye, the robot snatched up Amy, disappearing into the horizon. Now Sonic must not only stop Dr. Eggman and grab the Time Stones before he does, but save Amy Rose from the clutches of his metallic doppelgänger.
  
 
"No problem! With a little courage, you can do anything!"
 
"No problem! With a little courage, you can do anything!"
  
==Game Mechanics==
+
According to [[sega:Yasushi Yamaguchi|Yasushi Yamaguchi]], ''Sonic CD''<nowiki>'</nowiki>s story takes place between ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''.{{magref|bemega|1993-10|118}}{{ref|https://web.archive.org/web/20200324225049/http://shmuplations.com/soniccd/}} This was confirmed later in the [[Sonic the Hedgehog Encyclo-speed-ia]] and [[Sonic Origins]].
  
===Gameplay===
+
==Gameplay==
  
 
[[File:Peelout.png|thumb|190px|[[Sonic the Hedgehog]] preparing himself in [[Palmtree Panic]].]]
 
[[File:Peelout.png|thumb|190px|[[Sonic the Hedgehog]] preparing himself in [[Palmtree Panic]].]]
Though some of the terminology is switched around, the basic premise of the classic ''Sonic the Hedgehog'' titles remain: to traverse a series of obstacles and enemies within a given level under ten minutes, generally from left to right. While loop-de-loops, [[Spikes (obstacle)|spikes]], [[Spring|springs]], and an assortment of other standard Sonic elements return, there are enough unique elements to this installment of the platformer series which makes it stand out from the quartet released on the [[sega:Sega Mega Drive|Sega Mega Drive]] hardware. Dropping the "Act" title entirely, each level is broken up into three seperate "Zones," the third zone being significantly shorter than the other two, but containing an encounter with Dr. Eggman at the end. While ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and its Mega Drive sequels had very straight forward battles with the doctor, the fights with him in ''CD'' are varied, taking less hits but being significantly more difficult.
+
Though some of the terminology is switched around, the basic premise of the classic ''Sonic the Hedgehog'' titles remain: to traverse a series of obstacles and enemies within a given level under ten minutes, generally from left to right. While loop-de-loops, [[Spikes (obstacle)|spikes]], [[Spring]]s, and an assortment of other standard ''Sonic'' elements return, there are enough unique elements to this installment of the platformer series which makes it stand out from the quartet released on the Sega Mega Drive. Instead of the usual [[Zone]] and Act nomenclature, stages are referred to as Rounds which are split into three Zones; the third Zone is significantly shorter than the other two, but features a boss encounter with Dr. Eggman at the end. While ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' and its Mega Drive sequels had very straightforward battles with the doctor, the fights with him in ''CD'' are varied, taking fewer hits but being significantly more complicated and difficult.
  
The control scheme for Sonic remains largely unchanged, the same momentum-based gameplay preserved under the hood. Pressing one of the buttons on the control pad once again allows Sonic to curl up into his [[spin attack]], attacking an enemy from any angle as long as spikes or some other dangerous projectile is not in the way. Pressing down on the control pad while running also allows Sonic to curl up in his spin attack, the roll lasting as long as momentum will allow. In addition, Sonic possesses his [[spin dash]] move from ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', albeit in an altered state. In ''Sonic 2'' and nearly every game that features the spin dash, all the player must do is press down and tap once to gain a slight burst of speed, additional button presses equaling a greater initial speed once Sonic zooms off. However, in ''Sonic CD'', the action button can be pushed only once, the control pad being held down for a certain amount of time before Sonic can dash ahead. If let go too soon, Sonic will remain stationary. To balance this out, a new move was added to the game, called the [[Super Peel-Out]]. Holding up as opposed to down, Sonic charges up his speed, and when let go will zoom forward faster than he can normally achieve, his legs resembling a figure-eight as opposed to the standard circular loop. Though waiting will rev up his speed, immediately letting go on the up of the control pad will still cause Sonic to run ahead, just not at his maximum.
+
The control scheme for Sonic remains largely unchanged, the same momentum-based gameplay preserved under the hood. Pressing one of the buttons on the Control Pad once again allows Sonic to curl up into his [[Spin Attack]], attacking an enemy from any angle as long as spikes or some other dangerous projectile is not in the way. Pressing {{down}} on the Control Pad while running also allows Sonic to curl up in his Spin Attack, the roll lasting as long as momentum will allow. In addition, Sonic possesses his [[Spin Dash]] move from ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', albeit it works and looks differently. Sonic's Spin Dash in this game uses the standard rolling animation.
  
[[File:EGG-HVC-goodfuture.png|thumb|190px|The [[EGG-HVC-D01]], as pictured in the good future.]]
+
In ''Sonic 2'' and nearly every game that features the Spin Dash, all the player must do is press {{down}} and tap either {{A}}, {{B}}, or {{C}} once to gain a slight burst of speed, additional button presses equaling a greater initial speed once Sonic zooms off. However, in ''Sonic CD'', the action button can be pushed only once, with {{down}} held for a certain amount of time before Sonic can dash ahead. If let go too soon, Sonic will remain stationary. To balance this out, a new move was added to the game, called the [[Super Peel-Out]]. Holding {{up}} as opposed to {{down}}, Sonic charges up his speed, and when let go will zoom forward faster than he can normally achieve, his legs resembling a figure-eight as opposed to the standard circular loop. Though waiting will rev up his speed, immediately letting go of {{Up}} will still cause Sonic to run ahead, just not at his maximum. It is possible while charging the Super Peel-Out to let go of {{Up}} and quickly hold {{Down}} to transition into charging a Spin Dash. The same doesn't work in reverse, however.
One of the essential elements that make the ''Sonic CD'' experience unique is the use of the time travel mechanic. For the first two zones in each level, four different time periods can be visited: the present, the past, and two different futures - good and bad. Always starting in the present time zone, the player can make Sonic jump between the past and the future by running past [[Time Warp Plate|"Time Warp" plates]], adorned with the word "past" or "future." Each of the four potential time periods one can jump to feature completely new art reflecting where you are, with subtle changes in the layout. What may work as a quick way to blast through a zone in the present may be entirely impossible to get through in the past, and vice versa. These permutations in level design reflect on the way the levels are built in ''Sonic CD'', for while you can storm through a level for the fastest time possible, the multi-layer design can force the player to explore every nook and cranny within, not just for secret rooms and [[Monitor|item boxes]], but for items that can change the way a level works.
 
  
Located somewhere in each version of the past for the first two zones of any given level is something known only as [[Eggman's machine]], the tool for which he harvests the magical flower seeds of Little Planet and uses them to fuel his [[badnik]] army. Though they can be found in the present and bad future, they are nothing more than broken husks that have already done their job, Sonic unable to interact with them. In the past, however, the machine is still fully functioning, and if Sonic is able to locate and destroy it, the robot enemies within the zone will cease to be, immediately breaking apart and letting the seed go free, planting flowers that adorn Sonic's path through the level. It is only by destroying this machine that a "good future" can be obtained in the zone, a cheery, pastel version as opposed to the dark and bleak mechanical form that composes the "bad future," which appears if you ignore the robot-making machine.
+
Returning from the original game are the plethora of [[Monitor|Item Boxes]] scattered throughout each level. Just as in the first ''Sonic the Hedgehog'', a grand total of five can be discovered, each with its own benefits. If a player either jumps or rolls into one, the reward is given instantaneously. Finding one with an image of a [[Ring]] gives a total of ten to Sonic's overall ring count, offering him protection if he happens to be struck by an enemy or obstacle. The hazy [[Shield]] icon grants a barrier of protection to the player, protecting them from getting hit once without the fear of losing any Rings.
  
[[File:QQboss.PNG|thumb|190px|The [[Robotnik (Quartz Quadrant Boss)|Quartz Quadrant boss]], where only running on a treadmill will defeat Dr. Eggman.]]
+
A collection of stars holds the [[Invincibility]] power-up, where Sonic can rush forward for a limited amount of time without fear, while the shoe icon signifies the [[Power Sneakers]]. Finally, finding a monitor adorned with Sonic's head grants the player an extra life. Also making a comeback from the previous titles in the series are [[Spring]]s which will launch Sonic to higher areas, and the familiar-yet-redesigned [[Checkpoint|Lamp Posts]], which will return the player to that spot in the event of losing a life.
For the third zone in each level, Sonic only starts off in the future, and depending on Sonic's actions in the first two zones, Sonic will start in either the "good" or "bad" future. If both of Eggman's machines are destroyed, the boss encounter will happen in the "good future," while if neither or only one was found, then the fight will happen in the "bad future." Though Eggman's boss robots may look different depending on which future the player gets, the actual fight remains the same.
 
  
The badnik army that fills each zone is also affected by any given time frame Sonic is within. In the present, the robots that Eggman has created have already been in operation for some time, and while most will function just like new, occasionally a broken down one will be found, with its look and attack pattern slightly modified, generally being an easier enemy to fight. In the "bad future," the rundown versions are all that are present, making them a breeze. In the past, each robot is shiny and new, as they are still being created. Finally, if Eggman's robot-making machine is destroyed and Sonic ventures into the "good future," not a single badnik will be seen, only the naturally occurring trapfalls such as spikes being in his way to wining the level.
+
[[File:EGG-HVC-goodfuture.png|thumb|190px|The [[EGG-HVC-001]], as pictured in the good future.]]
 +
One of the essential elements that make the ''Sonic CD'' experience unique is the use of the time travel mechanic. For the first two Zones in each Round, four different time periods can be visited: the Present, the Past, and two different Futures - Good and Bad. Always starting in the Present time zone, the player can make Sonic jump between the Past and the Future by running across [[Time Warp Plate|"Time Warp" plates]], adorned with the word "Past" or "Future". Each of the four potential time periods one can jump to feature completely new art reflecting where Sonic is, with subtle changes in the layout. What may work as a quick way to blast through a Zone in the Present may be entirely impossible to get through in the Past, and vice versa.
  
Within the game, there are not just one but two different ways to achieve the "good ending." The first is by going through and destroying each of Eggman's robot-making machines (fourteen in total) and making a "good future" for each level. The second is by collecting all seven Time Stones, which are accessible in yet another version of the classic [[Special Stage (Sonic CD)|Special Stage]]. Just as in the first ''Sonic the Hedgehog'', access to the stage is granted by finishing a zone with fifty [[Ring|rings]] and jumping into the [[Giant Ring]] to the right of the [[signpost]]. Using a psudo-Mode 7 effect and showcasing the power of the Mega CD, the goal is to destroy all of the UFOs flying about in the level before time runs out. When the counter goes down to 20 seconds, an extra blue UFO will appear, which will give Sonic extra time to finish the level if he can destroy it. If all seven are collected, the good ending and its related animated winning sequence will appear, regardless of how many of Eggman's machines were destroyed during the game.
+
These permutations in level design reflect on the way the levels are built in ''Sonic CD'', for while the player can storm through a level for the fastest time possible, the multi-layer design can force the player to explore every nook and cranny within, not just for secret rooms and item boxes, but for items that can change the way a level works.
  
Another destroyable item hidden in each of the past variants of the first two zones are projectors featuring the image of [[Metal Sonic]] tormenting the [[animals]] found in the classic games. Putting an end to his holographic reign of terror will cause the animals to be free, populating the rest of the zone. Though not necessary for either ending, if one goes through and finds all fourteen, a message touting the status of a super player will be shown after the end credits.
+
Located somewhere in each version of the Past for the first two Zones of any given Round is something known only as the [[robot transporter]], the tool for which Dr. Eggman harvests the magical flower seeds of Little Planet and uses them to fuel his [[Badnik]] army. Though they can be found in the Present and Bad Future, they are nothing more than broken husks that have already done their job, Sonic unable to interact with them. In the Past, however, the machine is still fully functioning, and if Sonic is able to locate and destroy it, the Badniks within the Zone will cease to be, immediately breaking apart and letting the seeds go free, planting flowers that adorn Sonic's path through the level. It is only by destroying this machine that a "Good Future" can be obtained in the Zone; a cheery, pastel version as opposed to the dark and bleak mechanical form that composes the "Bad Future", which appears if the player ignores the robot-making machine.
 +
 
 +
[[File:QQboss.PNG|thumb|190px|The [[Robotnik (Quartz Quadrant boss)|Quartz Quadrant boss]], where only running on a treadmill will defeat Dr. Eggman.]]
 +
For the third Zone in each Round, Sonic automatically begins in the Future, with no "Time Warp" plates on the field. Which version of the future Sonic begins in depends on the actions of the player during the preceding two Zones. If both of Eggman's machines were located and destroyed, the boss encounter will happen in the "Good Future", while if neither or only one was found, then the fight will happen in the "Bad Future". Though Eggman's boss robots may look different depending on which future the player gets, the actual fight remains the same.
 +
 
 +
The Badnik army that fills each Zone is also affected by any given time frame Sonic is within. In the Present, the robots that Eggman has created have already been in operation for some time, and while most will function just like new, occasionally a broken down one will be found, with its look and attack pattern slightly modified, generally being an easier enemy to overcome. In the "Bad Future", the run-down versions are the only ones populating the area. In the Past, each robot is shiny and new, as they are still being created. However, if Eggman's robot-making machine is destroyed and Sonic ventures into the "Good Future", not a single Badnik will be seen, only the naturally occurring traps such as spikes being in his way to winning the level.
 +
 
 +
Within the game, there are not just one but two different ways to achieve the "good ending". The first is by going through and destroying each of Eggman's machines (fourteen in total) and making a "Good Future" for each Round. The second is by collecting all seven Time Stones, which are accessible in yet another version of the classic [[Special Stage (Sonic the Hedgehog CD)|Special Stage]]. Just as in the first ''Sonic the Hedgehog'', access to the Special Stage is granted by finishing a Zone with fifty [[Ring]]s and jumping into the [[Giant Ring]] to the right of the [[signpost]].
 +
 
 +
Using a pseudo-Mode 7 effect and showcasing the power of the Mega-CD, the goal is to destroy all of the UFOs flying about in the level before time runs out. When the counter goes down to 20 seconds, an extra blue UFO will appear, which will give Sonic extra time to finish the level if he can destroy it. If all seven Time Stones are collected, the good ending and its related animated winning sequence will appear, regardless of how many Eggman's machines were destroyed during the game.
 +
 
 +
Another destroyable item hidden in each of the past variants of the first two Zones of a Round (except in [[Metallic Madness|the final level]]) are projectors featuring the image of Metal Sonic tormenting the animals found in the classic games. Putting an end to his holographic reign of terror will cause the animals to be free, populating the rest of the Zone. Though not necessary for either ending, if one goes through and finds all twelve, a message touting the status of a super player will be shown after the end credits.
  
 
===Time Attack===
 
===Time Attack===
 +
A new mode introduced in ''Sonic the Hedgehog CD'', Time Attack is as the name implies, giving the player the option to run through any particular Zone as fast as possible, the best times being recorded in the Mega-CD's RAM for posterity. Once a level has been completed in the main game, it becomes available in the Time Attack screen, though only the "Present" version of Zone's 1 and 2 are accessible, with each field stripped of its Time Warp posts. Though basic enough, the mode serves an important purpose, offering up a collection of bonus features to be unlocked if the total time for all Zones is under a certain point:
 +
 +
* '''Under 37'27"57:''' "D.A. Garden" is unlocked on the title screen, allowing a sound test with a Little Planet background, accompanied by animations of [[Miles "Tails" Prower|Tails]], Dr. Eggman, and Metal Sonic.
 +
* '''Under 30'21"05:''' Time Attack for the Special Stages is added.
 +
* '''Under 25'46"12:''' "Visual Mode" is unlocked on the title screen, allowing the intro, both endings, and a pencil test to be viewed at the player's leisure.
 +
 +
===Scoring===
 +
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
 +
Note: Scoring 50,000 points will grant the player an extra life
 +
 +
'''Hitting [[Bumper]]s:''' 100 points each for the first five hits on any given bumper; after that no more points can be gained from that bumper
 +
 +
'''Glass Bumpers:''' 100
 +
 +
'''Enemy Chains:'''
 +
 +
* First Enemy = 100
 +
* Second Enemy = 200
 +
* Third Enemy = 300
 +
* Fourth and all Subsequent Enemies = 1,000 each
  
A new mode introduced in ''Sonic the Hedgehog CD'', Time Attack is as the name implies, giving the player the option to run through any particular zone as fast as possible, the best times being recorded in the Mega CD's RAM for posterity. As levels available are only those that have been finished in the main game, the point of the run through is simply to get from beginning to end, such elements as the Time Warp posts removed from the zone. Though basic enough, the mode serves an important purpose, offering up a collection of alternate bonus features to be unlocked if the total time for all zones is under a certain point:
+
'''[[Robot transporter]]s:''' 1,500
  
* Under 37'27"57: "D.A. Garden" is unlocked on the title screen, allowing a sound test with a Little Planet background, accompanied by animations of [[Miles "Tails" Prower|Tails]], Dr. Eggman, and Metal Sonic.
+
'''Dr. Eggman Boss:''' 1,000
* Under 30'21"05: Time Attack for the Special Stages is added.
 
* Under 25'46"12: "Visual Mode" is unlocked on the title screen, allowing the intro, both endings, and a pencil test to be viewed at the player's leisure.
 
  
===Music and Sound===
+
'''End Level Ring Bonus:''' 100 points for each Ring held
  
Because of the game's presentation on the CD format, ''Sonic the Hedgehog CD'' was the first game in the series to take full advantage of high quality, Redbook audio. [[Naofumi Hataya]] and [[Masafumi Ogata]] were the ones responsible for the soundtrack, creating a basic theme for the "present" levels and then remixing them for the "past," "good future" and "bad future" levels, maintaining the basic elements but the sound reflecting on the mood the level presents. Though most of the themes are done in Redbook format, each "past" track is done in PCM format, similar to the style in the Mega Drive games. The vocal themes were sung by J-pop artist [[Keiko Utoku]], who also provided the voice of Sonic the Hedgehog in the game, while the tracks for the levels used numerous samples to give them a richer sound. The best example of this technique is with the music that plays during each standard boss encounter, which samples [[wikipedia:Bob Marley|Bob Marley's]] "[http://www.youtube.com/watch?v=tO2YPqfSBJw&fmt=18 Sun is Shining (Funkstar Remix)]",  [[wikipedia:Hall_&_Oates|Hall & Oates']] "[http://www.youtube.com/watch?v=ccenFp_3kq8 I Can't Go for That(No Can Do)]" and "[http://www.youtube.com/watch?v=xosLvDxbdhs Work That Sucker To Death]" by Xavier.
+
'''End Level Time Bonus:'''
  
Though the original soundtrack was maintained in the European release, Sega of America decided to redo the majority of the soundtrack, having in-house musicians [[Spencer Nilsen]] and [[David Young]] compose the new themes. Instead of having two separate tracks for the intro and ending, only one was composed, [[Sonic Boom]], an up-tempo version greeting those playing the American version and a slower rock version accompanying the credits. The only tracks in the original version that were left untouched were the "past" mixes, as they had been programmed into the game and would require a greater amount of effort to change than simply replacing one set of Redbook audio files with another.
+
* 0'29"99 or less = 50,000
 +
* 0'30"99 to 0:44"99 = 10,000
 +
* 0'45"99 to 0'59"99 = 5,000
 +
* 1'00"99 to 1'29"99 = 4,000
 +
* 1'30"99 to 1'59"99 = 3,000
 +
* 2'00"99 to 2'59"99 = 2,000
 +
* 3'00"99 to 3'59"99 = 1,000
 +
* 4'00"99 to 4'59"99 = 500
 +
* 5'00"99 or more = 0
  
==Sound Test==
+
'''Special Stage:'''
  
 +
* Rings = Total Collected multiplied by 200
 +
* Time Bonus = Seconds Remaining multiplied by 200
 +
</div>
 +
 +
==Audio==
 +
[[File:StHR CD JP booklet.pdf|thumb|190px|''[[Sonic the Hedgehog - Remix]]'', the first Japanese Sonic-centric music release.]]
 +
Because of the game's presentation on then-cutting age digital media, ''Sonic CD'' was the first in the series to take full advantage of high quality, Redbook audio. [[sega:Naofumi Hataya|Naofumi Hataya]] and [[sega:Masafumi Ogata|Masafumi Ogata]] were the ones responsible for the soundtrack, creating a basic theme for the "present" levels and then remixing them for the "past," "good future" and "bad future" variants, altering the mood to reflect on where Sonic was now running but maintaining the basic elements of the core theme. Though most of the songs are done in Redbook format, each "past" track is done in PCM format, similar to the style in the Mega Drive games. The vocal themes were sung by J-pop artist [[Keiko Utoku]], while the tracks for the levels used numerous samples to give them a richer sound. The best example of this technique is with the music that plays during each standard boss encounter, which samples [[wikipedia:Bob Marley|Bob Marley's]] "[http://www.youtube.com/watch?v=tO2YPqfSBJw&fmt=18 Sun is Shining (Funkstar Remix)]",  [[wikipedia:Hall_&_Oates|Hall & Oates']] "[http://www.youtube.com/watch?v=ccenFp_3kq8 I Can't Go for That(No Can Do)]" and "[http://www.youtube.com/watch?v=JoHOZ9Ud1gM Work That Sucker To Death]" by Xavier.
 +
 +
Though the original soundtrack was maintained in the European release, Sega of America decided to redo the majority of the soundtrack, having in-house musicians [[sega:Spencer Nilsen|Spencer Nilsen]] and [[sega:David Young|David Young]] compose the new themes. Instead of having two separate tracks for the intro and ending, only one was composed, [[Sonic Boom]], an up-tempo version greeting those playing the American version and a slower rock remix accompanying the credits. The only tracks in the original version that were left untouched were the "past" mixes, as they had been programmed into the game and would require a greater amount of effort to change than simply replacing one set of Redbook audio files with another.
 +
 +
The music for the Spencer Nilsen tracks was the first to be given the soundtrack release treatment, a majority of the songs appearing on the full-length album ''[[Sonic the Hedgehog Boom]]'', which was only available for those who had preordered ''[[Sonic the Hedgehog 3]]'' in the west. The same year, Hataya and Ogata revisited the music they had done for the game, remixing the songs once again for the appropriately named ''[[Sonic the Hedgehog - Remix]]'', only available in Japan. It would not be until 2011 when the original compositions [[Sonic the Hedgehog CD Original Soundtrack 20th Anniversary Edition|would be released]] on both CD and digital venues.
 +
 +
===Sound test===
 
[[File:Sonic CD Sound Test.png|thumb|190px|The no-frills version of the sound test.]]
 
[[File:Sonic CD Sound Test.png|thumb|190px|The no-frills version of the sound test.]]
 
[[File:Sonic CD DAGarden.png|thumb|190px|The "D.A. Garden" sound test.]]
 
[[File:Sonic CD DAGarden.png|thumb|190px|The "D.A. Garden" sound test.]]
Below is a listing of the songs available to be played through the sound test within the game. The names attributed to each file are those presented in the unlockable "D.A. Garden" mode ("Sound Test" in the U.S. edition), while the associated letter/number listings are how they are presented in the secret sound test. For the songs themselves, visit either the [[Sonic CD (Japan & PAL Regions) OST]] for the original music made for the game, or the [[Sonic CD for Windows 95 OST]] for the American-exclusive soundtrack.
+
Below is a listing of the songs available to be played through the sound test within the game. The names attributed to each file are those presented in the unlockable "D.A. Garden" mode ("Sound Test" in the U.S. edition), while the associated letter/number listings are how they are presented in the secret sound test.
  
 
{{multicol|
 
{{multicol|
Line 103: Line 237:
 
*DA No. 26: Speed Up!!
 
*DA No. 26: Speed Up!!
 
*DA No. 27: Invincible!!
 
*DA No. 27: Invincible!!
*DA No. 28: Game Over
+
*DA No. 28: [[Game Over]]
*DA No. 29: [[Special Stage (Sonic CD)|Special Stage]]
+
*DA No. 29: [[Special Stage (Sonic the Hedgehog CD)|Special Stage]]
 
*DA No. 30: Little Planet
 
*DA No. 30: Little Planet
 
*DA No. 31: Unused Warp Sound
 
*DA No. 31: Unused Warp Sound
*DA No. 32: [[Sonic - You Can Do Anything]]
+
*DA No. 32: [[Sonic - You Can Do Anything]]/[[Sonic Boom]] (Intro)
*DA No. 33: [[Cosmic Eternity - Believe in Yourself]]
+
*DA No. 33: [[Cosmic Eternity - Believe in Yourself]]/Sonic Boom (Ending)
 
*PCM No. 10: Palmtree Panic "P" mix
 
*PCM No. 10: Palmtree Panic "P" mix
 
*PCM No. 11: Collision Chaos "P" mix
 
*PCM No. 11: Collision Chaos "P" mix
Line 116: Line 250:
 
*PCM No. 15: Stardust Speedway "P" mix
 
*PCM No. 15: Stardust Speedway "P" mix
 
*PCM No. 16: Metallic Madness "P" mix
 
*PCM No. 16: Metallic Madness "P" mix
}}
+
|cols=3}}
 
 
==Production Credits==
 
 
 
{{multicol|
 
===Main===
 
Executive Producer: [[Hayao Nakayama]]<br>
 
Producers: [[Minoru Kanari]], [[Makoto Oshitani]]<br>
 
Director: [[Naoto Oshima]]<br>
 
Program Director: [[Keiichi Yamamoto]]<br>
 
Art Director: [[Hiroyuki Kawaguchi]]<br>
 
Sound Director: [[Yukifumi Makino]]<br>
 
Game Designers: [[Hiroaki Chino]], [[Kenichi Ono]], Yuichiro Yokoyama, [[Takao Miyoshi]], [[Akira Nishino]]<br>
 
Character Designer: [[Kazuyuki Hoshino]]<br>
 
Landscape Designers: [[Hiroyuki Kawaguchi]], [[Takumi Miyake]], Masahiro Sanpei, [[Masato Nishimura]], Hideaki Kurata<br>
 
Special Stage Designers: [[Kazuyuki Hoshino]], [[Judy Totoya]]<br>
 
Special Stage Progammer: [[Keiichi Yamamoto]]<br>
 
Animation Programmers: Yuichiro Mine, [[Eiji Horita]]<br>
 
Animation Visual Directors: [[Hiroyuki Kawaguchi]], Masahiro Sanpei<br>
 
Visual Design: [[Kazuyuki Hoshino]], [[Takumi Miyake]]<br>
 
Chief Programmer: [[Matsuhide Mizoguchi]]<br>
 
Programmers: Yuichi Matsuoka, Hiroshi Takei, Tatsuya Satoh, Noritaka Yakita<br>
 
BGM Composer and Arranged: [[Naofumi Hataya]], [[Masafumi Ogata]]<br>
 
Sound Effects: [[Yukifumi Makino]]<br>
 
Sound Programmer: [[Yukifumi Makino]]<br>
 
Development Support: [[Al Nilsen]]<br>
 
Promoter: Hiroyuki Tanaka<br>
 
  
===Animation Staff===
+
===Voice actors===
Producers: Yasuo Yamaguchi, Mutsumi Kido<br>
+
{| class="prettytable" style="width:auto;"
Director: Yukio Kaizawa, Ryo Watabe (Being Co. Ltd.)<br>
 
Art Director: Shinzou Yuki<br>
 
Chief Key Animator: Hisashi Eguchi (Studio Junio)<br>
 
Key Animator: Tetsuya Kumagai, Toshiyuki Komaru, Yasuyuki Shimizu, Ichiro Furuichi, Kenji Kajiwara<br>
 
Camera Director: Masaru Banzai<br>
 
Production Manager: Kohji Sekiguchi<br>
 
Assistant Production Manager: Kouichi Hirose<br>
 
In Cooperation With: Studio Junio<br>
 
Produced By: Toel Animation Co.Ltd<br>
 
Recorded At: Birdman Mod Studio<br>
 
 
 
===Special Edition for North America===
 
Music Composed and Produced By: [[Spencer Nilsen]], David Young<br>
 
Vocal By: Sandy Cressman, Jenny Meltzer, Becky West<br>
 
Drums & Percussion By: Brad Kaiser<br>
 
Guitars By: Erik Frykman<br>
 
Recorded and Mixed By: Sega Multmedia Studio(Sega Of America), Intermix<br>
 
Addtional Music Composed And Produced By: Sterling<br>
 
Bass: Bobby Vega<br>
 
Percusion: Armando Peraza<br>
 
Engineer: Charles Albert<br>
 
Assistant Engineers: Roosevelt Hoover, Maurice Jackson<br>
 
 
 
Special Thanks: [[Naofumi Hataya]], [[Masafumi Ogata]], [[Daisuke Saito]], [[Hiroshi Kubota]], [[Rieko Kodama]], [[Yoshiaki Kashima]], [[Takenobu Mitsuyoshi]], [[Masaru Setsumaru]], Hifiri Aoki, Stene Ray Burton, James Michael Spahn, Kounosuke Yoshio, [[Tomoko Sasaki]], Aki Kamta, [[Fujio Minegishi]], [[Jina Ishiwatari]], Katsufumi Yoshimori, Tetsuo Akagi, Kaeko Itoh, Hiromi Nakatani, Hiroshi Fukuda, Etsuko Yamada, Ryuichiro Kutsuzawa, Takashi Lwade, [[Michikazu Tamamura]], Masumi Uchida, [[Tohru Watanuki]], [[Makoto Suzuki]], Audix, Digital Support Group, Fairlight E.S.P, Opcode, Otari, Zoom
 
}}
 
 
 
==Voice Actors==
 
 
 
{| class="wikitable"
 
|-
 
 
! Role
 
! Role
 
! Voice Actor
 
! Voice Actor
 
|-
 
|-
 
|[[Sonic the Hedgehog]]
 
|[[Sonic the Hedgehog]]
|[[Keiko Utoku]][http://info.sonicretro.org/Image:Scd_Unknown_magazine.png]
+
|[[Masato Nishimura]]
 
|-
 
|-
 
|[[Amy Rose]]
 
|[[Amy Rose]]
Line 186: Line 264:
 
|}
 
|}
  
==Manuals==
+
==Comparisons==
 +
{{mainArticle|{{PAGENAME}}/Comparisons}}
 +
 
 +
==History==
 +
===Legacy===
 +
In addition to the alternate music found in the American version of ''Sonic CD'', the song that plays during the famous race between Sonic and Metal Sonic is always the "bad future" mix, even if a good future has been achieved.
  
* [[Sonic CD JP Manual]]
+
====Windows PC version====
* [[Sonic CD US Manual]]
+
Following its Mega-CD release, a deal was made between Sega and Intel Corporation. At the time, Intel were looking to demonstrate that similar performance to video game consoles could be acheived on [[wikipedia:Pentium|Pentium]]-class PCs running Windows 95; it was feasible in MS-DOS (with limits), but not Windows, and Intel wanted to "fix" this{{intref|Jim Tretheway interview by RyogaMasaki (September 2000)}}.
* [[Sonic CD US "Not for Resale" Manual]]
 
* [[Sonic CD EU Manual]]
 
* [[Sonic CD (PC) JP Manual]]
 
* [[Sonic CD (PC) US Manual]]
 
* [[Sonic CD (PC) EU Manual]]
 
  
==Miscellaneous==
+
However, ''Sonic CD'', written in M68000 assembler for the Mega-CD, would have to be ported to C to ensure compatiblity. A team was therefore put together to port and re-create a Mega Drive-style interface in which ''Sonic CD'' could then use; this set of libraries was collectively known as "Dino" (later "RDX", the "Realistic Display miXer" for graphics abstraction [http://intel-vintage-developer.eu5.org/IAL/RDX/RDXWP.HTM Intel RDX Whitepaper] and "RSX", the "Realistic Sound Experience" for audio.). ''Sonic CD'' was written prior to Microsoft's launch of DirectX, which would become a de facto standard for producing Windows PC games in the years that followed, and was distributed exclusively in PC bundles (namely those provided by the likes of Packard Bell and Hewlett-Packard) as a piece of OEM software.
  
===Game Revisions===
+
Roughly 5 million "Dino" copies of ''Sonic CD'' were produced{{intref|Jim Tretheway interview by RyogaMasaki (September 2000)}}. Later the game was ported to DirectX and shipped as a stand-alone game by Sega, removing the Intel credits and becoming the version of choice for re-releases that followed.
  
In addition to the music changes found in the American version of ''Sonic CD'', the music that plays during the famous race between Sonic and Metal Sonic is always the "bad future" mix, even if a good future was achieved in the game. When the game was ported to the PC on the Windows 95 platform in 1996, the Spencer Nilsen soundtrack was used in every region, including Japan, and featured the "past" mixes of each song converted into Redbook audio format as well. The save feature was also redone, allowing multiple files to exist at once. As for the opening and closing FMV sequences, the expanded power of the home computer allowed the full versions of these animations to be seen for the first time, with detail the limited color palette of the Mega CD was unable to handle.  
+
When the game was ported to the PC on the Windows 95 platform in 1996, the Spencer Nilsen soundtrack was used in every region, including Japan, and featured the "past" mixes of each song converted into Redbook audio format as well. The save feature was also redone, allowing multiple files to exist at once. As for the opening and closing FMV sequences, the expanded power of the home computer allowed the full versions of these animations to be seen for the first time, with detail the limited color palette of the Mega-CD was unable to handle.
  
The PC port of the game was used as the basis for the version of ''Sonic CD'' used in the compilation title ''[[Sonic Gems Collection]]'', and because of this met with its own changes and flaws. While the original soundtrack was maintained in the Japanese release of the game, the American soundtrack was used in the European release, which had not been done in the original Mega CD version. The water effects in Tidal Tempest were nerfed, the water being clear as opposed to the green shade in the regular version. The entire credits sequence was omitted, the ending FMV filling the entire screen instead. Finally, in the [[sega:Nintendo Gamecube|Nintendo Gamecube]] version of the port, the [[Debug Mode]] game cheat was only half-enabled, the ability to place objects disabled due to one of the keys not being mapped to the Gamecube's controller.
+
====Later versions====
 +
The PC port of the game was used as the basis for the version of ''Sonic CD'' used in the compilation title ''[[Sonic Gems Collection]]'', and because of this met with its own changes and flaws. While the original soundtrack was maintained in the Japanese release of the game, the American soundtrack was used in the European release, which had not been done in the original Mega-CD version. The water effects in Tidal Tempest were nerfed, the water being clear as opposed to the green shade in the regular version. The entire credits sequence was omitted, the ending FMV filling the entire screen instead. Finally, in the [[sega:Nintendo GameCube|Nintendo GameCube]] version of the port, the [[Debug Mode]] game cheat was only half-enabled, the ability to place objects impossible due to one of the keys not being mapped to the GameCube's controller.
  
==Rereleases==
+
Most recently, the [[Sonic the Hedgehog CD (2011)|2011 multi-platform release]] of ''Sonic CD'' has alterations both small and large, thanks in part to being a remake as opposed to being emulated. Among the features of the game is the ability to choose between the Japanese and American soundtracks, the music fully looping as it no longer is confined by the CD format, having the choice between the ''Sonic CD'' spin dash and the more common variant found in ''Sonic 2'', and having [[Miles "Tails" Prower]] as an unlockable character.
  
*''[[Sega Family Fun Pak]]'' for the PC (1996)
+
===Re-releases===
*''[[Sonic & Garfield Pack]]'' for the PC (1999)
+
*''Sonic the Hedgehog CD'' for PC (1996)
*''[[Sonic Action Pack]]'' for the PC (2000)
+
*''[[sega:Sega Family Fun Pak|Sega Family Fun Pak]]'' for PC (1996)
 +
*''[[sega:Sonic & Garfield Pack|Sonic & Garfield Pack]]'' for PC (1999)
 +
*''[[Sonic Action Pack]]'' for PC (2000)
 
*''[[Sonic Action 4 Pack]]'' for PC (2001)
 
*''[[Sonic Action 4 Pack]]'' for PC (2001)
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' (2002)
+
*''[[Twin Pack: Sonic CD and Sonic & Knuckles Collection]]'' for PC (2002)
*''[[Sega PC Mega Pack]]'' for the PC (2003)
+
*''[[sega:Sega PC Mega Pack|Sega PC Mega Pack]]'' for PC (2003)
*''[[Sonic Gems Collection]]'' for the [[Nintendo GameCube]] and [[Sony PlayStation 2]] (2005)
+
*''[[Sonic Gems Collection]]'' for [[sega:Nintendo GameCube|Nintendo GameCube]] and [[sega:PlayStation 2|PlayStation 2]] (2005)
*[[Sonic CD]] for the [[Xbox 360]], [Playstation 3]], [[IOS]], and [[Android]] (2011)
+
*''[[Sonic the Hedgehog CD (2011)|Sonic the Hedgehog CD]]'' for [[sega:Xbox 360|Xbox 360]], [[sega:PlayStation 3|PlayStation 3]], [[sega:iOS|iOS]], and [[sega:Android|Android]] (2011); later [[sega:Steam|Steam]] (2012)
 +
*''[[Sonic Origins]]'' for [[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X]], [[Nintendo Switch]], [[Steam]] and [[sega:Epic Games Store|Epic Games Store]] (2022)
 +
*[[sega:Mega Drive Mini 2|Mega Drive Mini 2]] (2022)
  
==Adaptations==
+
===Adaptations===
 +
In an attempt to advertise ''Sonic the Hedgehog CD'' and its later PC port, various comic book adaptations were commissioned within the pages of the two Sonic the Hedgehog comic book titles running at the time. In the United States, the [[Archie Comics]] series ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' used its [[Sonic the Hedgehog 025 (Archie)|25th issue]] to adapt the game, merging elements of the game's plot (such as the kidnapping of Amy Rose and the race with Metal Sonic) into its [[Sonic the Hedgehog (TV series)|Saturday morning]]-inspired universe. In the United Kingdom series ''[[Sonic the Comic]]'' published by [[Fleetway]], the adaptation to the game spanned multiple issues, starting in number [[Sonic the Comic 024|24]] and continuing through [[Sonic the Comic 028|28]]. While the first two parts of the tale were based in ''Sonic the Comic''-specific characters, the later parts of "The Sonic Terminator" featured Metal Sonic (called "Metallix" in the series) kidnapping Amy Rose and taking her to the Little Planet, where Sonic was forced to battle his double through time.
  
In an attempt to advertise ''Sonic the Hedgehog CD'' and its later PC port, various comic book adaptations were commissioned within the pages of the two Sonic the Hedgehog comic book titles running at the time. In the United States, the [[Archie Comics]] series ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' used its [[Sonic the Hedgehog 025 (Archie)|25th issue]] to adapt the game, merging elements of the game's plot (such as the kidnapping of Amy Rose and the race with Metal Sonic) into its [[Sonic the Hedgehog (TV series)|Saturday morning]]-inspired universe. In the United Kingdom series ''[[Sonic the Comic]]'' published by [[Fleetway]], the adaptation to the game spanned multiple issues, covering issues [[Sonic the Comic 024|24]] through [[Sonic the Comic 028|28]]. While the first two parts of the tale were based in ''Sonic the Comic''-specific characters, the later parts of "Sonic the Terminator" featured Metal Sonic (called "Metallix" in the series) kidnapping Amy Rose and taking her to the Little Planet, where Sonic was forced to battle his double through time.
+
==Production credits==
 +
{{mainArticle|sega:{{PAGENAME}}/Production credits}}
  
==Resources==
+
==Manuals==
 +
{{main|Sonic the Hedgehog CD/Manuals}}
  
===Sonic CD PC Patch===
+
==Promotional material==
 +
{{main|{{PAGENAME}}/Promotional material}}
  
 +
==Artwork==
 +
<gallery>
 +
Image:Sonic the Hedgehog CD Logo.png
 +
Image:SSS SONIC43.png
 +
SonicCD Art JP KeyArt.png
 +
Sonic cd01.png
 +
Image:Metal cd02.png
 +
Image:SSS SONIC30.png
 +
Image:SSS SONIC35.png
 +
Image:SSS SONICD .png
 +
Image:SSS SONIC39.png
 +
CD EGG-HVC-001.png
 +
Image:SSS SONIC36.png
 +
Image:SCD Metal Sonic Alternate.png
 +
Image:Sonic CD Little Planet Post Card.png
 +
Image:Soniccd with timestone.jpg
 +
Anton.PNG
 +
Bata-pyon.PNG
 +
Kama-Kama.PNG
 +
Kumo-Kumo.PNG
 +
Mecha-Bu.PNG
 +
Mosqui.PNG
 +
Noro-Noro.PNG
 +
Pata-Bata.PNG
 +
Poh-Bee.PNG
 +
PP Badnik.PNG
 +
Sasori.PNG
 +
Taga-Taga.PNG
 +
Image:Sonic CD PC Clean.png
 +
SonicCD PC US logo.png
 +
SonicCD MCD US Box Prototype.jpg|Mega-CD US prototype box art
 +
</gallery>
 +
 +
==Physical scans==
 +
===Mega-CD version===
 
{{ratings
 
{{ratings
|egm=[[Review Crew - Sonic the Hedgehog CD (Electronic Gaming Monthly, November 1993)|85]]
+
| icon=MCD
|gamepro=[[Review - Sonic the Hedgehog CD (GamePro, January 1994)|100]]
+
| gamefan=100
|mms=[[Review - Sonic the Hedgehog CD (Mean Machines Sega, November 1993)|83]]
+
| gamefan_source=[https://www.flickr.com/photos/45478630@N07/4258550550/in/photostream/ {{num|12|page=22/38/39/40}}]
|mega=[[Review - Sonic the Hedgehog CD (Mega, October 1993)|89]]
+
| mdag=87
|smz=[[Review - Sonic the Hedgehog CD (MegaZone, January 1994)|91]]
+
| mdag_source={{num|16|page=}}
 +
| mega=89
 +
| mega_source=[[Review - Sonic the Hedgehog CD (Mega, October 1993)|October 1993]]
 +
| smz=91
 +
| smz_source=[[Review - Sonic the Hedgehog CD (MegaZone, January 1994)|January 1994]]
 +
| viciojuegos=97
 +
}}
 +
{{Scanbox
 +
| console=Mega-CD
 +
| region=JP
 +
| front=Scd-box-jap.jpg
 +
| back=Scd segacd jp back cover.jpg
 +
| spine=
 +
| square=yes
 +
| disc=Sonic-cd-mcd-jp-disc.jpg
 +
| manual=SonicCD MCD JP manual.pdf
 +
| inlay=SonicCD MCD JP insideback.jpg
 +
| spinecard=SonicCD MCD JP Spinecard.jpg
 +
}}
 +
{{Scanbox
 +
| console=Mega-CD
 +
| region=JP (not for resale)
 +
| front=SonicCDnfr MCD JP front.jpg
 +
| square=yes
 +
| back=
 +
| disc=
 +
| manual=
 
}}
 
}}
* {{file|SonicCDfix.7z|Sonic CD patch}} for Windows XP and later - A patch created by community member Korama to allow the PC version of ''Sonic CD'' to work on modern computer machines.[http://forumsx.sonic-cult.org/index.php?showtopic=6039] It is important to note this patch is not compatible with the DINO release.
 
 
===ISO Modification===
 
 
====Hacking Guides====
 
 
* [[SCHG:Sonic CD|Sonic Community Hacking Guide/Sonic CD]]
 
* [[SCHG:Sonic CD (PC)|Sonic Community Hacking Guide/Sonic CD PC]]
 
 
===Image Gallery===
 
 
====Physical Scans====
 
 
=====Mega CD=====
 
 
{{Scanbox
 
{{Scanbox
| console=Mega CD
+
| console=Mega-CD
 
| region=US
 
| region=US
 
| front=Scd-box-us.jpg
 
| front=Scd-box-us.jpg
 +
| back=SonicCD MCD US back.jpg
 
| disc=Soniccd mcd us cd.jpg
 
| disc=Soniccd mcd us cd.jpg
| manual=
+
| manual=SonicCD MCD US manual.pdf
 +
| regcard=SonicCD MCD US regcard.pdf
 
}}{{Scanbox
 
}}{{Scanbox
| console=Mega CD
+
| console=Mega-CD
| region=US (Not for resale)
+
| region=US (bundle)
 
| front=SonicCDUSNotForRetailCover.jpg
 
| front=SonicCDUSNotForRetailCover.jpg
| back=
+
| back=SonicCD MCD US nfr back.jpg
| spine=
 
| spinemissing=
 
 
| square=yes
 
| square=yes
 
| disc=Scd mcd us nfr disc.jpg
 
| disc=Scd mcd us nfr disc.jpg
| manual=
+
| manual=SonicCD MCD US bundle manual.pdf
 
}}{{Scanbox
 
}}{{Scanbox
| console=Mega CD
+
| console=Mega-CD
 
| region=EU
 
| region=EU
 
| front=Scd-box-eu.jpg
 
| front=Scd-box-eu.jpg
 
| back=Scd mcd eu back cover.jpg
 
| back=Scd mcd eu back cover.jpg
| spine=
+
| square=yes
 +
| disc=Soniccd mcd eu cd.jpg
 +
| manual=SonicCD MCD EU manual.pdf
 +
| spinecard=SonicCD MCD EU spinecard.jpg
 +
}}{{Scanbox
 +
| console=Mega-CD
 +
| region=UK
 +
| front=SonicCD MCD UK front.jpg
 +
| back=SonicCD MCD UK back.jpg
 +
| square=yes
 
| spinemissing=yes
 
| spinemissing=yes
 +
}}{{Scanbox
 +
| console=Mega-CD
 +
| region=FR (Blister pack)
 +
| front=SonicCD MCD FR blister front.jpg
 +
}}{{Scanbox
 +
| console=Mega-CD
 +
| region=PT
 +
| cover=SonicCD MCD PT box.jpg
 
| square=yes
 
| square=yes
| disc=Soniccd mcd eu cd.jpg
+
| disc=
 +
| manual=SonicCD MCD PT manual.pdf
 +
| spinecard=
 +
}}
 +
{{Scanbox
 +
| console=Mega-CD
 +
| region=AU
 +
| front=SonicCD MCD AU front.jpg
 +
| square=yes
 +
| back=
 +
| disc=
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
| console=Mega CD
+
| console=Mega-CD
| region=JP
+
| region=BR
| front=Scd-box-jap.jpg
+
| front=SonicCD MCD BR Box Front.jpg
| back=Scd segacd jp back cover.jpg
+
| back=SonicCD MCD BR Box Back.jpg
 
| spine=
 
| spine=
 +
| spinemissing=yes
 +
| disc=
 +
| manual=SonicCD MCD BR manual.pdf
 +
}}
 +
{{Scanbox
 +
| console=Mega-CD
 +
| region=KR
 +
| front=SonicCD MCD KR front.jpg
 
| square=yes
 
| square=yes
| disc=Sonic-cd-mcd-jp-disc.jpg
+
| back=
 +
| disc=
 
| manual=
 
| manual=
 
}}
 
}}
  
=====PC=====
+
===PC version===
 
{{Scanbox
 
{{Scanbox
 
| console=PC
 
| console=PC
| region=US<br/>(Jewel Case)
+
| region=JP
| front=Scd pc us front cover.jpg
+
| front=SonicCD PC JP Box Front.jpg
| back=Scd pc us back cover.jpg
+
| back=SonicCD PC JP Box Back.jpg
| spine=
 
 
| spinemissing=yes
 
| spinemissing=yes
| square=yes
+
| disc=SCD PC JP-disc 95.jpg
| disc=Soniccd pc us cd.jpg
+
| item1=Notavailable.svg
 +
| item1name=Demo disc
 +
| manual=
 +
}}{{Scanbox
 +
| console=PC
 +
| region=JP (GameBank)
 +
| front=Scd-pc-jp-cover.jpg
 +
| back=SonicCD PC JP Box Back GameBank.jpg
 +
| spine=SonicCD PC JP box L.jpg
 +
| spine2=SonicCD PC JP box R.jpg
 +
| disc=
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=US
+
| region=JP (Ultra 2000)
| front=SonicCD(U)PCfront.jpg
+
| front=SonicCD PC JP Box Front Ultra2000.jpg
| back=SonicCD(U)PCback.jpg
+
| back=SonicCD PC JP Box Back Ultra2000.jpg
| spine=SonicCD(U)PCside.jpg
+
| spinemissing=yes
 
| square=yes
 
| square=yes
 +
| disc=SCD PC JP-disc.jpg
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=US<br/>(Expert Software)
+
| region=US (Dino)
| front=SonicCD PC US Box Front Expert.jpg
+
| front=
 
| back=
 
| back=
 
| spine=
 
| spine=
 
| spinemissing=
 
| spinemissing=
| square=
+
| square=yes
| disc=Soniccd pc us expert cd.jpg
+
| disc=OriginalDinoCD (U).png
| manual=
+
| manual=SonicCD PC US oem manual.pdf
| item1=Soniccd pc us expert alt cd.jpg
 
| item1name=Alt Disc
 
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=US (OEM Dino)
+
| region=US (Dino; alt)
 
| front=
 
| front=
 
| back=
 
| back=
Line 320: Line 498:
 
| spinemissing=
 
| spinemissing=
 
| square=yes
 
| square=yes
| disc=OriginalDinoCD (U).png
+
| disc=Sonic CD PC Dino OEM.jpg
 +
}}{{Scanbox
 +
| console=PC
 +
| region=US (DirectX)
 +
| front=SonicCD(U)PCfront.jpg
 +
| back=SonicCD(U)PCback.jpg
 +
| spine=SonicCD(U)PCside.jpg
 +
| bottom=SonicCD(U)PCbottom.jpg
 +
| top=SonicCD(U)PCtop.jpg
 
| manual=
 
| manual=
| item1=Sonic CD PC Dino OEM.jpg
+
| jewelcase=yes
| item1name=Alt Disc
+
| jewelcasefront=Scd pc us front cover.jpg
 +
| jewelcaseback=Scd pc us back cover.jpg
 +
| jewelcasespinemissing=yes
 +
| disc=Soniccd pc us cd.jpg
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=EU
+
| region=([[Expert Software]]; T-6805-01 01)
| front=Scd-pc-eu-cover.png
+
| front=SonicCD PC US expert yellow front.jpg
| back=Scd-pc-eu-back.png
+
| back=SonicCD PC US expert yellow back.jpg
 
| spine=
 
| spine=
| spinemissing=
+
| spinemissing=yes
| square=yes
+
| jewelcase=yes
| disc=Scd-pc-eu-disc.png
+
| jewelcasefront=SonicCD PC US Box Front JewelCase Expert.jpg
 +
| jewelcaseback=SonicCD PC US Box Back JewelCase 01.jpg
 +
| disc=Soniccd pc us expert cd.jpg
 +
| manual=
 +
}}{{Scanbox
 +
| console=PC
 +
| region=US ([[Expert Software]]; T-6805-02 02)
 +
| jewelcase=yes
 +
| jewelcasefront=SonicCD PC US Box Front JewelCase 02.jpg
 +
| jewelcaseback=SonicCD PC US Box Back JewelCase 02.jpg
 +
| jewelcasespinemissing=yes
 +
| disc=SonicCD PC US Disc 02.jpg
 
| manual=
 
| manual=
| item1=Scd-pc-eu-inside.png
 
| item1name=Inlay
 
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=JP
+
| region=US ([[Expert Software]]; T-6805-03 02)
| front=Scd-pc-jp-cover.jpg
+
| front=SonicCD PC US Box Front Expert.jpg
| back=
+
| back=SonicCD PC US expert red back.jpg
 
| spine=
 
| spine=
| spinemissing=
+
| spinemissing=yes
| square=
+
| jewelcase=yes
| disc=SCD PC JP-disc.jpg
+
| jewelcasefront=SonicCD PC US Box Front JewelCase Expert Alt.jpg
 +
| jewelcaseback=SonicCD PC US Box Back JewelCase Expert Alt.jpg
 +
| disc=Soniccd pc us expert alt cd.jpg
 
| manual=
 
| manual=
 
}}{{Scanbox
 
}}{{Scanbox
 
| console=PC
 
| console=PC
| region=DE
+
| region=US ([[Expert Software]]; T-6805-03 03)
 +
| jewelcase=yes
 +
| jewelcasefront=SonicCD PC US Box Front JewelCase 03.jpg
 +
| jewelcaseback=SonicCD PC US Box Back JewelCase 03.jpg
 +
| jewelcasespinemissing=yes
 +
| manual=
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=EU
 +
| front=SonicCD PC EU front.jpg
 +
| back=SonicCD PC EU back.jpg
 +
| spinemissing=yes
 +
| disc=Scd-pc-eu-disc.png
 +
| jewelcase=yes
 +
| jewelcasefront=SonicCD PC EU manual.pdf
 +
| jewelcaseback=Scd-pc-eu-back.png
 +
| inlay=Scd-pc-eu-inside.png
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=UK (Dino)
 +
| front=SonicCD PC UK dino jfront.jpg
 +
| back=SonicCD PC UK dino jback.jpg
 +
| spine=
 +
| spinemissing=yes
 +
| square=yes
 +
| disc=SonicCD PC UK dino disc.jpg
 +
| manual=
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=DE (Swing!)
 
| front=scd_german_cover.JPG
 
| front=scd_german_cover.JPG
 +
| back=SonicCD PC DE swing back.jpg
 +
| spine=
 +
| spinemissing=yes
 +
| square=yes
 +
| disc=
 +
| manual=
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=AU
 +
| front=Sonic CD PC BigBox Cover.jpg
 +
| disc=Scd-pc-eu-disc.png
 +
| jewelcase=yes
 +
| jewelcasefront=SonicCD PC EU manual.pdf
 +
| jewelcaseback=Scd-pc-eu-back.png
 +
| inlay=Scd-pc-eu-inside.png
 +
}}
 +
{{Scanbox
 +
| console=PC
 +
| region=BR (Dino)
 +
| front=
 
| back=
 
| back=
 
| spine=
 
| spine=
 
| spinemissing=
 
| spinemissing=
 
| square=yes
 
| square=yes
| disc=
+
| disc=SonicCD PC OEM BR Disc.jpg
| manual=
+
| manual=SonicCD PC BR oem manual.pdf
 +
| item1=SonicCD PC US oem manual.pdf
 +
| item1name=English manual
 +
}}
 +
{{scanbox
 +
| console=PC
 +
| region=BR (DirectX)
 +
| front=
 +
| manual=SonicCD PC BR manual.pdf
 +
}}
 +
{{scanbox
 +
| console=PC
 +
| region=KR
 +
| front=SonicCD PC KR Box.jpg
 +
| square=yes
 +
}}
 +
 
 +
==Download==
 +
{{Download|file=SonicCD Demo.7z|filesize=4.52 MB}}
 +
 
 +
==Technical information==
 +
===ROM dump status===
 +
{{romtable|
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-08-06|source=CD-ROM (JP)|comments=|quality=|prototype=}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-08-27|source=CD-ROM (EU)|comments=|quality=|prototype=}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-10-12|source=CD-ROM (US)|comments=|quality=|prototype=}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1992-12-04|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Dec_4,_1992_prototype)}}|comments=v0.02|quality=good|prototype=yes|protoname=Mega-CD prototype; 1992-12-04}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-05-10|source=CD-R|comments="510"|quality=bad|prototype=yes|protoname=Mega-CD prototype; 1993-05-10}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-05-12|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(May_12,_1993_prototype)}}|comments=v0.28A|quality=good|prototype=yes|protoname=Mega-CD prototype; 1993-05-12}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-06-21|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Jun_21,_1993_prototype)}}|comments=v0.51|quality=good|prototype=yes|protoname=Mega-CD prototype; 1993-06-21}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-07-12|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Jul_12,_1993_prototype)}}|comments=v0.70 (first copy)|quality=bad|prototype=yes|protoname=Mega-CD prototype; 1993-07-12}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-07-12|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Jul_12,_1993_06:37_prototype)}}|comments=v0.70 (second copy)|quality=good|prototype=yes|protoname=Mega-CD prototype; 1993-07-12}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-08-01|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Aug_1,_1993_prototype)}}|comments=v1.05|quality=good|prototype=yes|protoname=Mega-CD prototype; 1993-08-01}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-08-06|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Aug_6,_1993_prototype)}}|comments=JP demo|quality=good|prototype=yes|protoname=Mega-CD prototype; 1993-08-06}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-08-06|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Aug_6,_1993_16:54_prototype)}}|comments=v1.09 (PAL prerelease)|quality=good|prototype=yes|protoname=Mega-CD prototype; 1993-08-06 PAL}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-08-19|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Aug_19,_1993_prerelease)}}|comments=v1.11 (PAL prerelease)|quality=good|prototype=yes|protoname=Mega-CD prototype; 1993-08-19}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-09-20|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Sep_20,_1993_prototype)}}|comments="920" (US prerelease with JP soundtrack)|quality=good|prototype=yes|protoname=Mega-CD prototype; 1993-09-20}}
 +
{{rom|MCD|sha1=|md5=|crc32=|size=|date=1993-10-13|source=CD-R{{ref|https://hiddenpalace.org/Sonic_the_Hedgehog_CD_(Oct_13,_1993_prerelease)}}|comments=v1.15 (US prerelease)|quality=good|prototype=yes|protoname=Mega-CD prototype; 1993-10-13}}
 +
{{rom|PC|sha1=|md5=|crc32=|size|date=1995-09-07|source=CD-R|comments=Beta v0.992|quality=|prototype=yes|protoname=Windows PC prototype; 1995-09-07}}
 +
{{rom|PC|sha1=|md5=|crc32=|size|date=1995-09-14|source=CD-R|comments=Beta v0.994|quality=|prototype=yes|protoname=Windows PC prototype; 1995-09-14}}
 
}}
 
}}
  
====Artwork====
+
===''Sonic CD'' PC Patch===
 +
* {{file|SonicCDfix.7z|Sonic CD patch}} for Windows XP and later - A patch created by community member Korama to allow the 1996 PC version of ''Sonic CD'' to work on modern computer machines.{{ref|1=https://web.archive.org/web/20071103143434/http://forumsx.sonic-cult.org/index.php?showtopic=6039}} It is important to note this patch is not compatible with the DINO release.
  
<gallery>
+
===Hacking guides===
Image:SSS SONIC30.png
+
* [[SCHG:Sonic CD|Sonic Community Hacking Guide/Sonic CD]]
Image:SSS SONIC35.png
+
* [[SCHG:Sonic CD (PC)|Sonic Community Hacking Guide/Sonic CD PC]]
Image:SSS SONICD .png
+
 
Image:SSS SONIC39.png
+
==External links==
Image:SSS SONIC36.png
+
* Sega of America webpage: [https://web.archive.org/web/19980223134039/http://www.sega.com:80/products/games/00362.html PC]
Image:SCD Metal Sonic Alternate.png
+
* Official version of the game (US): [https://www.romspedia.com/roms/sega-cd/sonic-cd Sonic CD ROM]
Image:Metal cd02.png
+
* [http://soniczone0.com/games/soniccd/backgroundinfo/ ''Sonic the Hedgehog CD''] on [[Zone: 0]]
Image:SSS SONIC43.png
+
* [http://www.theghz.com/sonic/cd/sonic_cd.html ''Sonic the Hedgehog CD''] on [[The Green Hill Zone]]
Image:Soniccd with timestone.jpg
+
* [http://soniczone0.com/games/soniccd/backgroundinfo/ ''Sonic the Hedgehog CD''] on [[Zone: 0]]
Image:Sonic CD PC Clean.png
 
Image:Sonic the Hedgehog CD Logo.png
 
</gallery>
 
  
==External Links==
+
==References==
* [http://sega.jp/pc/soniccd/ Sega of Japan catalogue page for the PC version]
+
{{multicol|
* [http://www.theghz.com/sonic/cd/sonic_cd.html http://www.theghz.com/sonic/cd/sonic_cd.html] - The page for ''Sonic the Hedgehog CD'' on [[The Green Hill Zone]].
+
<references/>
* [http://soniczone0.com/games/soniccd/backgroundinfo/ http://soniczone0.com/games/soniccd/backgroundinfo/] - A detailed look at ''Sonic the Hedgehog CD'' on the site [[Zone: 0]].
+
}}
  
 
{{SonicCDOmni}}
 
{{SonicCDOmni}}
 
{{SonicGenesisGames}}
 
{{SonicGenesisGames}}
{{SonicPCGames}}
+
{{SonicWindowsGames}}
  
[[Category:Mega CD games]]
+
[[Category:Mega-CD games]]
 
[[Category:PC games]]
 
[[Category:PC games]]

Latest revision as of 03:39, 19 September 2023

For the 2011 remake, see Sonic the Hedgehog CD (2011).

n/a

show;hide
  • Sega Mega-CD
    NTSC-U
  • Sega Mega-CD
    PAL
  • Sega Mega-CD
    NTSC-J
  • Windows PC
    Dino
  • Windows PC
    DirectX
Scd titlescreen.png
SonicCD MCD EU Title.png
SonicCD MCD JP Title.png
SonicCD PC Title 1995.png
SonicCD PC TitleScreen.png
Sonic the Hedgehog CD
SonicCD Win icon.png
System(s): Sega Mega-CD, Windows PC
Publisher:
Sega Mega-CD
Sega
Windows PC
Sega PC
Windows PC
Expert Software (US)
Windows PC
Swing! Entertainment (Germany)
Developer:
Distributor:
Windows PC
SKC Softland (KR)
Windows PC
Worldwise Enterprise (TW)
Windows PC
Media Master International (TW)
Peripherals supported:
Sega Mega-CD
CD BackUp RAM Cart
Genre: Action[4]
Number of players: 1
Release Date RRP Code Rating
Sega Mega-CD
JP
1993-09-23[4] ¥8,800 G-6021
Sega Mega-CD
US
1993-11-23 $59.99[5] 4407
Videogame Rating Council: GA
Sega Mega-CD
EU
1993-10 €? 4407
Sega Mega-CD
UK
1993-11-23[6] £44.99[7][8] 4407
Sega Mega-CD
BR
199x R$? 063220
Sega Mega-CD
PT
199x  ? CDJ4407
Sega Mega-CD
DE
1993-10[9] DM 99.95[9] 4407
Sega Mega-CD
AU
1993 $119.95[10] ?
OFLC: G
Sega Mega-CD
KR
199x ₩? GD0003JG


Windows PC
JP
1996-08-09[11] ¥7,800 (8,190)[11] HCJ-0104
Sega Rating: All Ages
Windows PC
US
1996-09-26 $? 85015
ESRB: Kids to Adults
Windows PC
US
(Expert Software)
1997-09[12] $19.99[12] 6805 01
ESRB: Kids to Adults
Windows PC
US
(Expert Software)
1998 $? 6805 02
ESRB: Kids to Adults
Windows PC
US
(OEM Dino)
199x $? ?
ESRB: Kids to Adults
Windows PC
EU
1996-10-03 €? MK-85015
ELSPA: 3+ OK
Windows PC
DE
1996-10-03 DM ? MK-85015
USK: 0
Windows PC
DE
(Swing!)
199x  ? ?
USK: 0
Windows PC
UK
(OEM Dino)
199x £? ?
PEGI: 3+
Windows PC
AU
1996 $? FSON18CDW
Windows PC
BR
199x R$? ?
Windows PC
BR
(OEM Dino)
199x R$? ?
Windows PC
KR
199x ₩? ?

Sonic the Hedgehog CD (ソニック・ザ・ヘッジホッグCD) is the first and only Sonic the Hedgehog title released for the Mega-CD add-on used with the Sega Mega Drive console. Developed separately from the sequels done by the Sega Technical Institute, the game was directed by the creator of Sonic, Naoto Ohshima.

Introducing such fan favorites as Amy Rose and Metal Sonic, it has become something of a cult classic, partly because of its release on the expensive add-on that most Mega Drive owners did not have access to, and partly because of its visual style and gameplay that makes it stand out from the other classic games in the series.

Story

The main setting of Sonic the Hedgehog CD.

For one month out of the year, an enigmatic miniature celestial body called the Little Planet appears over the enormous Never Lake. Both a place of beauty and wonder, it is said that time moves freely on the planet, and that entire sceneries can change in a blink of an eye, all because of the mysterious secret they hold, the seven mystical Time Stones. It is said that whoever possesses these gems will be able to freely move through time, just as the surface of Little Planet does.

Almost expectantly, the news of such a place grabs the attention of Dr. Eggman, the mad genius who desires nothing more than world domination. Journeying to the Little Planet, Eggman immediately begins turning it into his personal fortress, littering the landscape with his mechanical genius. Powered not by animals but by the essence of flowers, he sets his army to tear the planet apart so he can claim the Time Stones for himself.

As fate would have it, Sonic the Hedgehog, the speedy blue blur who has stopped Eggman time and again, was also intending on seeing the small, miracle planet, oblivious to the fact Eggman had already beaten him to the locale. Learning of the news that Sonic was fast approaching, Eggman only smiled, excited to put his latest and greatest invention up against the hedgehog, confident that he would finally be able to defeat his arch enemy once and for all...

Arriving at Never Lake, Sonic immediately could tell that something was amiss. The Little Planet, which should have been a shining example of natural beauty, was instead covered in a mechanical wasteland, visible even from the distance he was at. Seeing that the small planet was tethered to the Earth's surface, Sonic examined the mountainside the chain was connected to, recognizing the visage etched into its surface. With the image of Eggman's face smiling at him, Sonic confirmed what he was already expecting. Jumping onto the chain, Sonic quickly darted up, speeding towards the surface of the Little Planet and preparing to face Eggman once more.

What might have otherwise been another simple fight against the genius scientist was immediately complicated by another layer that Sonic only discovered once he set foot in Palmtree Panic. Amy Rose, Sonic's biggest fan and self-proclaimed girlfriend, had been doing what she often did, playing around with her tarot cards in an attempt to look into the future. The cards telling her that she had a "destined encounter" with Sonic at Never Lake, she journeyed herself to the Little Planet, immediately becoming excited once she spotted her blue idol.

None too pleased with Amy's appearance, she may have been nothing more than a slight bother if not for Eggman's intervention. At the outskirts of Collision Chaos, Sonic received his first glimpse of Metal Sonic, a robotic duplicate that Eggman created specifically to counter Sonic's every move. In the blink of an eye, the robot snatched up Amy, disappearing into the horizon. Now Sonic must not only stop Dr. Eggman and grab the Time Stones before he does, but save Amy Rose from the clutches of his metallic doppelgänger.

"No problem! With a little courage, you can do anything!"

According to Yasushi Yamaguchi, Sonic CD's story takes place between Sonic the Hedgehog and Sonic the Hedgehog 2.[13][14] This was confirmed later in the Sonic the Hedgehog Encyclo-speed-ia and Sonic Origins.

Gameplay

Sonic the Hedgehog preparing himself in Palmtree Panic.

Though some of the terminology is switched around, the basic premise of the classic Sonic the Hedgehog titles remain: to traverse a series of obstacles and enemies within a given level under ten minutes, generally from left to right. While loop-de-loops, spikes, Springs, and an assortment of other standard Sonic elements return, there are enough unique elements to this installment of the platformer series which makes it stand out from the quartet released on the Sega Mega Drive. Instead of the usual Zone and Act nomenclature, stages are referred to as Rounds which are split into three Zones; the third Zone is significantly shorter than the other two, but features a boss encounter with Dr. Eggman at the end. While Sonic the Hedgehog and its Mega Drive sequels had very straightforward battles with the doctor, the fights with him in CD are varied, taking fewer hits but being significantly more complicated and difficult.

The control scheme for Sonic remains largely unchanged, the same momentum-based gameplay preserved under the hood. Pressing one of the buttons on the Control Pad once again allows Sonic to curl up into his Spin Attack, attacking an enemy from any angle as long as spikes or some other dangerous projectile is not in the way. Pressing Down on the Control Pad while running also allows Sonic to curl up in his Spin Attack, the roll lasting as long as momentum will allow. In addition, Sonic possesses his Spin Dash move from Sonic the Hedgehog 2, albeit it works and looks differently. Sonic's Spin Dash in this game uses the standard rolling animation.

In Sonic 2 and nearly every game that features the Spin Dash, all the player must do is press Down and tap either A, B, or C once to gain a slight burst of speed, additional button presses equaling a greater initial speed once Sonic zooms off. However, in Sonic CD, the action button can be pushed only once, with Down held for a certain amount of time before Sonic can dash ahead. If let go too soon, Sonic will remain stationary. To balance this out, a new move was added to the game, called the Super Peel-Out. Holding Up as opposed to Down, Sonic charges up his speed, and when let go will zoom forward faster than he can normally achieve, his legs resembling a figure-eight as opposed to the standard circular loop. Though waiting will rev up his speed, immediately letting go of Up will still cause Sonic to run ahead, just not at his maximum. It is possible while charging the Super Peel-Out to let go of Up and quickly hold Down to transition into charging a Spin Dash. The same doesn't work in reverse, however.

Returning from the original game are the plethora of Item Boxes scattered throughout each level. Just as in the first Sonic the Hedgehog, a grand total of five can be discovered, each with its own benefits. If a player either jumps or rolls into one, the reward is given instantaneously. Finding one with an image of a Ring gives a total of ten to Sonic's overall ring count, offering him protection if he happens to be struck by an enemy or obstacle. The hazy Shield icon grants a barrier of protection to the player, protecting them from getting hit once without the fear of losing any Rings.

A collection of stars holds the Invincibility power-up, where Sonic can rush forward for a limited amount of time without fear, while the shoe icon signifies the Power Sneakers. Finally, finding a monitor adorned with Sonic's head grants the player an extra life. Also making a comeback from the previous titles in the series are Springs which will launch Sonic to higher areas, and the familiar-yet-redesigned Lamp Posts, which will return the player to that spot in the event of losing a life.

The EGG-HVC-001, as pictured in the good future.

One of the essential elements that make the Sonic CD experience unique is the use of the time travel mechanic. For the first two Zones in each Round, four different time periods can be visited: the Present, the Past, and two different Futures - Good and Bad. Always starting in the Present time zone, the player can make Sonic jump between the Past and the Future by running across "Time Warp" plates, adorned with the word "Past" or "Future". Each of the four potential time periods one can jump to feature completely new art reflecting where Sonic is, with subtle changes in the layout. What may work as a quick way to blast through a Zone in the Present may be entirely impossible to get through in the Past, and vice versa.

These permutations in level design reflect on the way the levels are built in Sonic CD, for while the player can storm through a level for the fastest time possible, the multi-layer design can force the player to explore every nook and cranny within, not just for secret rooms and item boxes, but for items that can change the way a level works.

Located somewhere in each version of the Past for the first two Zones of any given Round is something known only as the robot transporter, the tool for which Dr. Eggman harvests the magical flower seeds of Little Planet and uses them to fuel his Badnik army. Though they can be found in the Present and Bad Future, they are nothing more than broken husks that have already done their job, Sonic unable to interact with them. In the Past, however, the machine is still fully functioning, and if Sonic is able to locate and destroy it, the Badniks within the Zone will cease to be, immediately breaking apart and letting the seeds go free, planting flowers that adorn Sonic's path through the level. It is only by destroying this machine that a "Good Future" can be obtained in the Zone; a cheery, pastel version as opposed to the dark and bleak mechanical form that composes the "Bad Future", which appears if the player ignores the robot-making machine.

The Quartz Quadrant boss, where only running on a treadmill will defeat Dr. Eggman.

For the third Zone in each Round, Sonic automatically begins in the Future, with no "Time Warp" plates on the field. Which version of the future Sonic begins in depends on the actions of the player during the preceding two Zones. If both of Eggman's machines were located and destroyed, the boss encounter will happen in the "Good Future", while if neither or only one was found, then the fight will happen in the "Bad Future". Though Eggman's boss robots may look different depending on which future the player gets, the actual fight remains the same.

The Badnik army that fills each Zone is also affected by any given time frame Sonic is within. In the Present, the robots that Eggman has created have already been in operation for some time, and while most will function just like new, occasionally a broken down one will be found, with its look and attack pattern slightly modified, generally being an easier enemy to overcome. In the "Bad Future", the run-down versions are the only ones populating the area. In the Past, each robot is shiny and new, as they are still being created. However, if Eggman's robot-making machine is destroyed and Sonic ventures into the "Good Future", not a single Badnik will be seen, only the naturally occurring traps such as spikes being in his way to winning the level.

Within the game, there are not just one but two different ways to achieve the "good ending". The first is by going through and destroying each of Eggman's machines (fourteen in total) and making a "Good Future" for each Round. The second is by collecting all seven Time Stones, which are accessible in yet another version of the classic Special Stage. Just as in the first Sonic the Hedgehog, access to the Special Stage is granted by finishing a Zone with fifty Rings and jumping into the Giant Ring to the right of the signpost.

Using a pseudo-Mode 7 effect and showcasing the power of the Mega-CD, the goal is to destroy all of the UFOs flying about in the level before time runs out. When the counter goes down to 20 seconds, an extra blue UFO will appear, which will give Sonic extra time to finish the level if he can destroy it. If all seven Time Stones are collected, the good ending and its related animated winning sequence will appear, regardless of how many Eggman's machines were destroyed during the game.

Another destroyable item hidden in each of the past variants of the first two Zones of a Round (except in the final level) are projectors featuring the image of Metal Sonic tormenting the animals found in the classic games. Putting an end to his holographic reign of terror will cause the animals to be free, populating the rest of the Zone. Though not necessary for either ending, if one goes through and finds all twelve, a message touting the status of a super player will be shown after the end credits.

Time Attack

A new mode introduced in Sonic the Hedgehog CD, Time Attack is as the name implies, giving the player the option to run through any particular Zone as fast as possible, the best times being recorded in the Mega-CD's RAM for posterity. Once a level has been completed in the main game, it becomes available in the Time Attack screen, though only the "Present" version of Zone's 1 and 2 are accessible, with each field stripped of its Time Warp posts. Though basic enough, the mode serves an important purpose, offering up a collection of bonus features to be unlocked if the total time for all Zones is under a certain point:

  • Under 37'27"57: "D.A. Garden" is unlocked on the title screen, allowing a sound test with a Little Planet background, accompanied by animations of Tails, Dr. Eggman, and Metal Sonic.
  • Under 30'21"05: Time Attack for the Special Stages is added.
  • Under 25'46"12: "Visual Mode" is unlocked on the title screen, allowing the intro, both endings, and a pencil test to be viewed at the player's leisure.

Scoring

Note: Scoring 50,000 points will grant the player an extra life

Hitting Bumpers: 100 points each for the first five hits on any given bumper; after that no more points can be gained from that bumper

Glass Bumpers: 100

Enemy Chains:

  • First Enemy = 100
  • Second Enemy = 200
  • Third Enemy = 300
  • Fourth and all Subsequent Enemies = 1,000 each

Robot transporters: 1,500

Dr. Eggman Boss: 1,000

End Level Ring Bonus: 100 points for each Ring held

End Level Time Bonus:

  • 0'29"99 or less = 50,000
  • 0'30"99 to 0:44"99 = 10,000
  • 0'45"99 to 0'59"99 = 5,000
  • 1'00"99 to 1'29"99 = 4,000
  • 1'30"99 to 1'59"99 = 3,000
  • 2'00"99 to 2'59"99 = 2,000
  • 3'00"99 to 3'59"99 = 1,000
  • 4'00"99 to 4'59"99 = 500
  • 5'00"99 or more = 0

Special Stage:

  • Rings = Total Collected multiplied by 200
  • Time Bonus = Seconds Remaining multiplied by 200

Audio

File:StHR CD JP booklet.pdf Because of the game's presentation on then-cutting age digital media, Sonic CD was the first in the series to take full advantage of high quality, Redbook audio. Naofumi Hataya and Masafumi Ogata were the ones responsible for the soundtrack, creating a basic theme for the "present" levels and then remixing them for the "past," "good future" and "bad future" variants, altering the mood to reflect on where Sonic was now running but maintaining the basic elements of the core theme. Though most of the songs are done in Redbook format, each "past" track is done in PCM format, similar to the style in the Mega Drive games. The vocal themes were sung by J-pop artist Keiko Utoku, while the tracks for the levels used numerous samples to give them a richer sound. The best example of this technique is with the music that plays during each standard boss encounter, which samples Bob Marley's "Sun is Shining (Funkstar Remix)", Hall & Oates' "I Can't Go for That(No Can Do)" and "Work That Sucker To Death" by Xavier.

Though the original soundtrack was maintained in the European release, Sega of America decided to redo the majority of the soundtrack, having in-house musicians Spencer Nilsen and David Young compose the new themes. Instead of having two separate tracks for the intro and ending, only one was composed, Sonic Boom, an up-tempo version greeting those playing the American version and a slower rock remix accompanying the credits. The only tracks in the original version that were left untouched were the "past" mixes, as they had been programmed into the game and would require a greater amount of effort to change than simply replacing one set of Redbook audio files with another.

The music for the Spencer Nilsen tracks was the first to be given the soundtrack release treatment, a majority of the songs appearing on the full-length album Sonic the Hedgehog Boom, which was only available for those who had preordered Sonic the Hedgehog 3 in the west. The same year, Hataya and Ogata revisited the music they had done for the game, remixing the songs once again for the appropriately named Sonic the Hedgehog - Remix, only available in Japan. It would not be until 2011 when the original compositions would be released on both CD and digital venues.

Sound test

The no-frills version of the sound test.
The "D.A. Garden" sound test.

Below is a listing of the songs available to be played through the sound test within the game. The names attributed to each file are those presented in the unlockable "D.A. Garden" mode ("Sound Test" in the U.S. edition), while the associated letter/number listings are how they are presented in the secret sound test.

  • DA No. 00: Palmtree Panic
  • DA No. 01: Palmtree Panic "G" mix
  • DA No. 02: Palmtree Panic "B" mix
  • DA No. 03: Collision Chaos
  • DA No. 04: Collision Chaos "G" mix
  • DA No. 05: Collision Chaos "B" mix
  • DA No. 06: Tidal Tempest
  • DA No. 07: Tidal Tempest "G" mix
  • DA No. 08: Tidal Tempest "B" mix
  • DA No. 09: Quartz Quadrant
  • DA No. 10: Quartz Quadrant "G" mix
  • DA No. 11: Quartz Quadrant "B" mix
  • DA No. 12: Wacky Workbench
  • DA No. 13: Wacky Workbench "G" mix
  • DA No. 14: Wacky Workbench "B" mix
  • DA No. 15: Stardust Speedway
  • DA No. 16: Stardust Speedway "G" mix
  • DA No. 17: Stardust Speedway "B" mix
  • DA No. 18: Metallic Madness
  • DA No. 19: Metallic Madness "G" mix
  • DA No. 20: Metallic Madness "B" mix
  • DA No. 21: Boss!!
  • DA No. 22: Final Fever
  • DA No. 23: Title
  • DA No. 24: Time Attack Menu
  • DA No. 25: Zone Clear
  • DA No. 26: Speed Up!!
  • DA No. 27: Invincible!!
  • DA No. 28: Game Over
  • DA No. 29: Special Stage
  • DA No. 30: Little Planet
  • DA No. 31: Unused Warp Sound
  • DA No. 32: Sonic - You Can Do Anything/Sonic Boom (Intro)
  • DA No. 33: Cosmic Eternity - Believe in Yourself/Sonic Boom (Ending)
  • PCM No. 10: Palmtree Panic "P" mix
  • PCM No. 11: Collision Chaos "P" mix
  • PCM No. 12: Tidal Tempest "P" mix
  • PCM No. 13: Quartz Quadrant "P" mix
  • PCM No. 14: Wacky Workbench "P" mix
  • PCM No. 15: Stardust Speedway "P" mix
  • PCM No. 16: Metallic Madness "P" mix

Voice actors

Role Voice Actor
Sonic the Hedgehog Masato Nishimura
Amy Rose Lynn Harris

Comparisons

Sonic Retro emblem.svg Main article: Sonic the Hedgehog CD/Comparisons

History

Legacy

In addition to the alternate music found in the American version of Sonic CD, the song that plays during the famous race between Sonic and Metal Sonic is always the "bad future" mix, even if a good future has been achieved.

Windows PC version

Following its Mega-CD release, a deal was made between Sega and Intel Corporation. At the time, Intel were looking to demonstrate that similar performance to video game consoles could be acheived on Pentium-class PCs running Windows 95; it was feasible in MS-DOS (with limits), but not Windows, and Intel wanted to "fix" this[15].

However, Sonic CD, written in M68000 assembler for the Mega-CD, would have to be ported to C to ensure compatiblity. A team was therefore put together to port and re-create a Mega Drive-style interface in which Sonic CD could then use; this set of libraries was collectively known as "Dino" (later "RDX", the "Realistic Display miXer" for graphics abstraction Intel RDX Whitepaper and "RSX", the "Realistic Sound Experience" for audio.). Sonic CD was written prior to Microsoft's launch of DirectX, which would become a de facto standard for producing Windows PC games in the years that followed, and was distributed exclusively in PC bundles (namely those provided by the likes of Packard Bell and Hewlett-Packard) as a piece of OEM software.

Roughly 5 million "Dino" copies of Sonic CD were produced[15]. Later the game was ported to DirectX and shipped as a stand-alone game by Sega, removing the Intel credits and becoming the version of choice for re-releases that followed.

When the game was ported to the PC on the Windows 95 platform in 1996, the Spencer Nilsen soundtrack was used in every region, including Japan, and featured the "past" mixes of each song converted into Redbook audio format as well. The save feature was also redone, allowing multiple files to exist at once. As for the opening and closing FMV sequences, the expanded power of the home computer allowed the full versions of these animations to be seen for the first time, with detail the limited color palette of the Mega-CD was unable to handle.

Later versions

The PC port of the game was used as the basis for the version of Sonic CD used in the compilation title Sonic Gems Collection, and because of this met with its own changes and flaws. While the original soundtrack was maintained in the Japanese release of the game, the American soundtrack was used in the European release, which had not been done in the original Mega-CD version. The water effects in Tidal Tempest were nerfed, the water being clear as opposed to the green shade in the regular version. The entire credits sequence was omitted, the ending FMV filling the entire screen instead. Finally, in the Nintendo GameCube version of the port, the Debug Mode game cheat was only half-enabled, the ability to place objects impossible due to one of the keys not being mapped to the GameCube's controller.

Most recently, the 2011 multi-platform release of Sonic CD has alterations both small and large, thanks in part to being a remake as opposed to being emulated. Among the features of the game is the ability to choose between the Japanese and American soundtracks, the music fully looping as it no longer is confined by the CD format, having the choice between the Sonic CD spin dash and the more common variant found in Sonic 2, and having Miles "Tails" Prower as an unlockable character.

Re-releases

Adaptations

In an attempt to advertise Sonic the Hedgehog CD and its later PC port, various comic book adaptations were commissioned within the pages of the two Sonic the Hedgehog comic book titles running at the time. In the United States, the Archie Comics series Sonic the Hedgehog used its 25th issue to adapt the game, merging elements of the game's plot (such as the kidnapping of Amy Rose and the race with Metal Sonic) into its Saturday morning-inspired universe. In the United Kingdom series Sonic the Comic published by Fleetway, the adaptation to the game spanned multiple issues, starting in number 24 and continuing through 28. While the first two parts of the tale were based in Sonic the Comic-specific characters, the later parts of "The Sonic Terminator" featured Metal Sonic (called "Metallix" in the series) kidnapping Amy Rose and taking her to the Little Planet, where Sonic was forced to battle his double through time.

Production credits

Sonic Retro emblem.svg Main article: sega:Sonic the Hedgehog CD/Production credits

Manuals

Sonic Retro emblem.svg Main article: Sonic the Hedgehog CD/Manuals

Promotional material

Sonic Retro emblem.svg Main article: Sonic the Hedgehog CD/Promotional material

Artwork

Physical scans

Mega-CD version




Sega Mega-CD
93 Sonic Retro Average
Based on 5 reviews
Publication Score Source
GameFan (US) 100 №12, p22/38/39/40
Sega Mega Drive Advanced Gaming (UK) 87 №16
Mega (UK) 89 October 1993
Sega Megazone (AU) 91 January 1994
viciojuegos 97
Mega-CD, JP
Scd segacd jp back cover.jpgScd-box-jap.jpg
Cover
SonicCD MCD JP Spinecard.jpg
Spinecard
Sonic-cd-mcd-jp-disc.jpg
Disc
SonicCD MCD JP insideback.jpg
Inlay
Mega-CD, JP (not for resale)
SonicCDnfr MCD JP front.jpg
Cover
Mega-CD, US (bundle)
SonicCD MCD US nfr back.jpgSonicCDUSNotForRetailCover.jpg
Cover
Mega-CD, EU
Scd mcd eu back cover.jpgScd-box-eu.jpg
Cover
Mega-CD, UK
SonicCD MCD UK back.jpgNospine-small.pngSonicCD MCD UK front.jpg
Cover
Mega-CD, FR (Blister pack)
SonicCD MCD FR blister front.jpg
Cover
Mega-CD, PT
SonicCD MCD PT box.jpg
Cover
Mega-CD, AU
SonicCD MCD AU front.jpg
Cover
Mega-CD, BR
SonicCD MCD BR Box Back.jpgNospine.pngSonicCD MCD BR Box Front.jpg
Cover
Mega-CD, KR
SonicCD MCD KR front.jpg
Cover

PC version

PC, JP
SonicCD PC JP Box Back.jpgNospine.pngSonicCD PC JP Box Front.jpg
Cover
SCD PC JP-disc 95.jpg
Disc
Notavailable.svg
Demo disc
PC, JP (GameBank)
SonicCD PC JP Box Back GameBank.jpgSonicCD PC JP box L.jpgScd-pc-jp-cover.jpgSonicCD PC JP box R.jpg
Cover
PC, JP (Ultra 2000)
SonicCD PC JP Box Back Ultra2000.jpgNospine-small.pngSonicCD PC JP Box Front Ultra2000.jpg
Cover
SCD PC JP-disc.jpg
Disc
PC, US (Dino)

PC, US (Dino; alt)

Sonic CD PC Dino OEM.jpg
Disc
PC, US (DirectX)
SonicCD(U)PCtop.jpg
SonicCD(U)PCback.jpgSonicCD(U)PCside.jpgSonicCD(U)PCfront.jpg
SonicCD(U)PCbottom.jpg
Cover
Soniccd pc us cd.jpg
Disc
Scd pc us back cover.jpgScd pc us front cover.jpg
Jewel Case
PC, (Expert Software; T-6805-01 01)
SonicCD PC US expert yellow back.jpgNospine.pngSonicCD PC US expert yellow front.jpg
Cover
Soniccd pc us expert cd.jpg
Disc
SonicCD PC US Box Back JewelCase 01.jpgSonicCD PC US Box Front JewelCase Expert.jpg
Jewel Case
PC, US (Expert Software; T-6805-02 02)

SonicCD PC US Disc 02.jpg
Disc
SonicCD PC US Box Back JewelCase 02.jpgSonicCD PC US Box Front JewelCase 02.jpg
Jewel Case
PC, US (Expert Software; T-6805-03 02)
SonicCD PC US expert red back.jpgNospine.pngSonicCD PC US Box Front Expert.jpg
Cover
Soniccd pc us expert alt cd.jpg
Disc
SonicCD PC US Box Back JewelCase Expert Alt.jpgSonicCD PC US Box Front JewelCase Expert Alt.jpg
Jewel Case
PC, US (Expert Software; T-6805-03 03)

SonicCD PC US Box Back JewelCase 03.jpgSonicCD PC US Box Front JewelCase 03.jpg
Jewel Case
PC, EU
SonicCD PC EU back.jpgNospine.pngSonicCD PC EU front.jpg
Cover
PC, UK (Dino)
SonicCD PC UK dino jback.jpgNospine-small.pngSonicCD PC UK dino jfront.jpg
Cover
SonicCD PC UK dino disc.jpg
Disc
PC, DE (Swing!)
SonicCD PC DE swing back.jpgNospine-small.pngScd german cover.JPG
Cover
PC, AU
Sonic CD PC BigBox Cover.jpg
Cover
PC, BR (DirectX)

PC, KR
SonicCD PC KR Box.jpg
Cover

Download

Download.svg Download Sonic the Hedgehog CD
File: SonicCD Demo.7z (4.52 MB) (info)

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Mega-CD
 ?
CRC32
MD5
SHA-1
1993-08-06 CD-ROM (JP)
Sega Mega-CD
 ?
CRC32
MD5
SHA-1
1993-08-27 CD-ROM (EU)
Sega Mega-CD
 ?
CRC32
MD5
SHA-1
1993-10-12 CD-ROM (US)
Sega Mega-CD
CRC32
MD5
SHA-1
1992-12-04 CD-R[16] v0.02 Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-05-10 CD-R "510" Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-05-12 CD-R[17] v0.28A Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-06-21 CD-R[18] v0.51 Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-07-12 CD-R[19] v0.70 (first copy) Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-07-12 CD-R[20] v0.70 (second copy) Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-08-01 CD-R[21] v1.05 Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-08-06 CD-R[22] JP demo Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-08-06 CD-R[23] v1.09 (PAL prerelease) Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-08-19 CD-R[24] v1.11 (PAL prerelease) Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-09-20 CD-R[25] "920" (US prerelease with JP soundtrack) Page
Sega Mega-CD
CRC32
MD5
SHA-1
1993-10-13 CD-R[26] v1.15 (US prerelease) Page
Windows PC
 ?
CRC32
MD5
SHA-1
1995-09-07 CD-R Beta v0.992 Page
Windows PC
 ?
CRC32
MD5
SHA-1
1995-09-14 CD-R Beta v0.994 Page

Sonic CD PC Patch

  • Sonic CD patch (info) (286 kB) for Windows XP and later - A patch created by community member Korama to allow the 1996 PC version of Sonic CD to work on modern computer machines.[27] It is important to note this patch is not compatible with the DINO release.

Hacking guides

External links

References

  1. based on producer Makoto Oshitani and other confirmed CS3 staff members
  2. @SiFi_TZK on Twitter (Wayback Machine: 2023-09-16 20:17)
  3. based on producer Minoru Kanari
  4. 4.0 4.1 https://sega.jp/history/hard/mega-cd/software.html (Wayback Machine: 2020-06-22 19:24)
  5. [gamepro, issue 54, page 68 gamepro, issue 54, page 68]
  6. [Sunday Mirror, issue 1993-11-21, page 14 Sunday Mirror, issue 1993-11-21, page 14]
  7. [mega, issue 13, page 23 mega, issue 13, page 23]
  8. [megapower, issue 7, page 80 megapower, issue 7, page 80]
  9. 9.0 9.1 [videogames, issue 1993-09, page 43 videogames, issue 1993-09, page 43]
  10. [mz, issue 35, page 27 mz, issue 35, page 27]
  11. 11.0 11.1 http://sega.jp/pc/soniccd/ (Wayback Machine: 2001-11-02 15:28)
  12. 12.0 12.1 Press release: 1997-06-20: Sega chooses Expert Software for PC distribution agreement
  13. [bemega, issue 1993-10, page 118 bemega, issue 1993-10, page 118]
  14. http://shmuplations.com/soniccd/ (Wayback Machine: 2020-03-24 22:50)
  15. 15.0 15.1 Jim Tretheway interview by RyogaMasaki (September 2000)
  16. Hidden Palace: Sonic the Hedgehog CD (Dec 4, 1992 prototype)
  17. Hidden Palace: Sonic the Hedgehog CD (May 12, 1993 prototype)
  18. Hidden Palace: Sonic the Hedgehog CD (Jun 21, 1993 prototype)
  19. Hidden Palace: Sonic the Hedgehog CD (Jul 12, 1993 prototype)
  20. Hidden Palace: Sonic the Hedgehog CD (Jul 12, 1993 06:37 prototype)
  21. Hidden Palace: Sonic the Hedgehog CD (Aug 1, 1993 prototype)
  22. Hidden Palace: Sonic the Hedgehog CD (Aug 6, 1993 prototype)
  23. Hidden Palace: Sonic the Hedgehog CD (Aug 6, 1993 16:54 prototype)
  24. Hidden Palace: Sonic the Hedgehog CD (Aug 19, 1993 prerelease)
  25. Hidden Palace: Sonic the Hedgehog CD (Sep 20, 1993 prototype)
  26. Hidden Palace: Sonic the Hedgehog CD (Oct 13, 1993 prerelease)
  27. http://forumsx.sonic-cult.org/index.php?showtopic=6039 (Wayback Machine: 2007-11-03 14:34)


Sonic the Hedgehog CD
Scd titlescreen.png

Main page (2011)
Comparisons (2011)
Maps
Achievements
Credits


Manuals
Promotional material
Magazine articles
Video coverage
Reception


Development
Hidden content (2011)
Bugs
Hacking guide

Sonic the Hedgehog games for the following systems
Sega Mega Drive

Sega Mega-CD
Sega 32X
 1991  Sonic the Hedgehog | Sonic Eraser     1992  Sonic the Hedgehog 2     1993  Sonic the Hedgehog CD | Dr. Robotnik's Mean Bean Machine | Sonic Spinball     1994  Sonic the Hedgehog 3 | Sonic & Knuckles     1995  Chaotix | Sonic Classics     1996  Sonic 3D: Flickies' Island    
Windows PC
Retail
 1996  Sonic the Hedgehog CD | Sonic the Hedgehog The Screen Saver | Sonic's Schoolhouse     1997  Sonic & Knuckles Collection | Sonic 3D: Flickies' Island     1998  Sonic R     2003  Sonic Adventure DX: Director's Cut     2004  Sonic Heroes     2006  Sonic Mega Collection Plus | Sonic Riders     2010  Sonic & Sega All-Stars Racing     2011  Sonic Generations     2013  Sonic & All-Stars Racing Transformed     2022  Sonic Speed Simulator