Sometimes you're just gonna have to meet a game on its own terms.

Now, I've actually owned this one for quite a while, but only did my first proper playthrough of it last year or so. In the time since trying it as a kid and actually finishing it, I've heard enough to know that it's ultimately a pretty divisive game, and I can at least understand where that mentality comes from, but it doesn't feel that accurate to completely call the game a mess. If only on the notion that Oshima and crew would have tried to make a product that can reasonably function, going into this one somewhat fresh has made it easier to see how some of the "annoyances" here do end up serving you more than they hinder:

Why are rocks and other shit everywhere if they stop you from smoothly performing time-travel? Well, maybe you accidentally touched a Future sign (GoufyGogg's labeling of these things as enemy design made this entire game click with me, watch her Sonic CD video), in which case suddenly all these bumps in the road mean that not only are they easy ways to burn off that sign, but they also end up not taking too much effort. This also goes for why some stages place springs right near their Goal signs: to stop you from finishing too early if you're still learning how to route levels out. Might be awkward, but the solution always ends up being the same: just jump.

As much as you want to try and go forward, going back is also still a way to get speed. Stardust Speedway might be overwhelming at first, but getting pushed up and down and all around can still be used well in the right situation. If it drives you mad, taking it slowly at first to learn how to properly navigate between routes sounds like a good idea.

The inputting might be a bit more rigid compared to its Sonic 2 counterpart, sure, but the implementation of the Spin Dash is particularly interesting in this game since it has a direct counterpart in the form of the Peel-Out: the former is slower but more easily keeps you safe, whereas the Peel-Out gets you to sign-activation speed faster whilst also asking that you be mindful of when to jump or steer clear of enemies. Used in tandem, they both have their place.

Ultimately, out of the original Classic games, this one has the highest skill floor when it comes to needing to be able to manage speed and level knowledge effectively, which is why I'd say that, unironically, I think it's actually too easy: even later Zones have these kind of "safe spots" where you can easily build up speed in place, which feels like it defeats the purpose. If damage of any kind could rob you of a Sign proc, then that could ensure that these areas still require some caution to get to. Since the level design itself is a much bigger factor of difficulty this time around, I might even suggest that "Hard" layouts could help facilitate more use of Sonic's movement (which could be in place of the damage suggestion). Would love to know if a rom hack out there explores this.

Granted, you'll naturally look for more interesting ways to proc time-travel as you improve at handling Sonic; it's not like you have to abide by the fail-safes, just that I think the training wheels don't need to stay on for the whole ride, whilst also feeling like they're colored in neon. Rotating around a wheel in Metallic Madness and bouncing between two springs is functionally the same thing, but the former is helped a lot by being at least somewhat disguised.

Even then, it's still possible to play the game the same way as Sonic 1, if you simply can't stand the time-travelling. It helps that the Special Stages for this one are properly about handling a running Sonic; I'm very much a Blue Sphere enjoyer, but I'd still say CD handles Special Stages the best out of the Classics.

At least the one thing I don't need to debate is (sorry to that one YouTube video <3) the game's sense of identity. 30 years on and this is still the game that most proudly screams "This is Sonic the Hedgehog": Visually exciting (if still a little mismatched in terms of a complete package) with an energetic soundtrack that is rightfully unanimously agreed upon to be nothing but excellent. The US version's focus on atmosphere might undermine that, but that doesn't mean it doesn't have its fair share of funky hits (SS Present and GF clear, I have to say it, alongside some other tracks I still ultimately prefer over JP), and it's still impressive for how little time it had to be made in.

And honestly, Sonic Boom is still always going to be Sonic's theme for me. As a kid, I never actually made it past Tidal Tempest (which I hope proves that my mechanical thoughts on this game are fair), but if there's one area where Sonic CD still gets nostalgia bias from me, it's that opening. They had the cutscenes on the Mega Collection and I remember watching them nonstop; I'm convinced they actually became a part of me, not just that song...IDK Sonic is just so fucking cool, man. This is the ideal version of Sonic for me.

Should also mention that I played this game on what is arguably one of its worst versions (Gems Collection), and I still liked it. Get on my level.

Reviewed on Feb 18, 2023


1 Comment


1 year ago

Now for the real discussion...
Opening: I'm not choosing
Ending: I'm also not choosing
You simply can't. Both are peak.

Palmtree Panic: JP
I imagine that most of the disdain towards the US soundtrack is owed solely to this one, because it's not even close. In every version, JP perfectly encapsulates Sonic CD's atmosphere, it's energy, it's stylings, and how those interlink into the focus of gameplay. Even as a kid, the US version is so hilariously mellow for the opening to a Sonic game that it just felt weird.

Collision Chaos: US
I'd say this one is a perfect 50/50 since both are good representations of their region's main strengths: JP has the funk (especially with the vocals in Past and BF), where the guitars of US impart a feeling of spaciousness, whilst still being supported by the drums and intermittent bass riffs. Now, I said 50/50...but I'm still gonna give the vote to US on this one; GF reminds me of Heavy Weather which is huge bonus points.

Tidal Tempest: JP
US BF is probably the best showcase for the soundtrack's focus on atmosphere, capturing a sense of doom that's appropriate for an aquatic level. Present's vocals and bassline are groovy, and GF's guitar solo is pretty killer. All pretty good, but JP just blows it out of the...water, on this one. The spacious feeling that Present and GF capture is oddly appropriate for the submerged, cavernous visuals, and BF fittingly distorts all of it into something that's oppressive, in spite of how much the beat drives it, and while still keeping the main motif intact.

Quartz Quadrant: JP
US gets bonus points for how its two Future variants manage to be extremely different despite being very similar on a structural level. It might even do it the best out of any stage in either region due to that, but I find Present to be pretty middling; no real progression to it outside of a small key change. The horns of JP and that lovely synth bass give it the win here, not to mention those vocals in BF.

Wacky Workbench: Honestly no clue
They got it both down: JP's always got this frenetic energy, but it's still able to conform to the mood on offer. US might be a bit weaker in terms of the variants being consistent on a motivic level, but always keeps it funky, thanks to strong synth bass lines, supported by backing guitars and vocals. Might have to put this one as a tie.

Stardust Speedway: US
Just love the energy that US Present and GF bring to the table; the former combines both whimsy and a sense of narrative urgency as we reach the end of things, whereas GF gets particular bonus points for still being suited to racing Metal Sonic. Fighting words, I know, especially because JP is nothing but pure magic, but this might be the one time where US actually suits the levels more than how smoothly JP manages to do it...still gonna give my fair share of huehuehues, of course.

Metallic Madness: JP
US Present kinda makes sense tonally, but there's no driving beat to it, even with the most enthusiastic bongo player they got on board. What JP lacks with those guitar riffs, it makes up for with a proper sense of energy as the end gets closer. Fittingly, it ends up having the biggest split of tonality between its Future variants: GF captures the pure joy and safety of securing good things for Little Planet, where BF nails that "Ah fuck", especially with those deadpan "vocals". US BF also has that kinda hopelessness tied to it, at least. GF still has a sense of seriousness to it, which is technically still appropriate, but a bit more joyousness would bring it up for me. They got my man on the bongos going ham, at least.

Boss: JP
funny meme moment