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{{Short description|1993 video game}}
{{Infobox CVG| title = Sonic the Hedgehog CD
{{Good article}}
|image = [[Image:Sonic-cd_front.jpg|250px|European cover of ''Sonic CD''.]]
{{Use mdy dates|date = February 2025}}
|developer = [[Sega]]
{{Infobox video game
|publisher = [[Sega]]
| title = Sonic CD
|designer = [[Naoto Ohshima]] (director), [[Kazuyuki Hoshino]], [[Takumi Miyake]] (Design), [[Matsuhide Mizoguchi]] (programming)
| image = Sonic CD North American cover art.jpg
|engine =
| caption = North American cover art
|released = {{vgrelease|Japan|JP| [[September 23]], [[1993]]}}<br />{{vgrelease|European Union|EU| [[October]], [[1993]]}}<br />{{vgrelease|North America|NA| [[November 19]], [[1993]]}}<br />{{vgrelease|Japan|JP| [[August 9]], [[1996]] ([[Personal Computer|PC]])}}<br />{{vgrelease|North America|NA| [[August 26]], [[1996]] ([[Personal Computer|PC]])}}<br />{{vgrelease|European Union|EU| [[October 3]], [[1996]] ([[Personal Computer|PC]])}}
| alt = Cover art depicting Sonic fighting Metal Sonic for one of the Time Stones. The game's logo is shown atop the two; the Sega CD banner is on their left; and beneath them is the Sega logo, Seal of Quality, and the game's rating.
|genre = [[Platform game|Platformer]]
|modes developer = [[Single playerSega]]
| publisher = Sega
|ratings = [[Entertainment Software Rating Board|ESRB]]: K-A (Windows version) (1995)</br>[[Video Game Ratings Council|VRC]]: GA
| director = [[Naoto Ohshima]]
|platforms = [[Sega Mega-CD]]<br /> ([[Personal Computer|PC]])<br /> [[Nintendo GameCube|GameCube]] (as part of [[Sonic Gems Collection]])<br /> [[PlayStation 2]] (as part of [[Sonic Gems Collection]])
| producer = {{unbulleted list|Minoru Kanari|Makoto Oshitani}}
|media = [[CD-ROM]]
| programmer = Matsuhide Mizoguchi
|requirements = [[Windows 95]], 75 MHz [[Pentium]] [[Central processing unit|CPU]], [[Super Video Graphics Array|SVGA]], 2X [[CD-ROM]], 15 MB [[hard disk]] space
| artist = {{unbulleted list|Hiroyuki Kawaguchi|[[Kazuyuki Hoshino]]}}
|input = [[Game controller]]
| composer = {{unbulleted list|'''Original release:'''|Naofumi Hataya|Masafumi Ogata|'''North America:'''|[[Spencer Nilsen]]|[[David Young (composer)|David Young]]|Mark "Sterling" Crew}}
| series = ''[[Sonic the Hedgehog]]''
| released = {{collapsible list|title={{nobold|September 23, 1993}}|
'''Sega CD'''{{Video game release|JP|September 23, 1993|EU|October 1993|NA|November 23, 1993}}
'''Windows'''{{vgrelease|JP|August 9, 1996|NA|September 20, 1996|EU|October 3, 1996}}
'''Android, PS3, Xbox 360'''{{vgrelease|WW|December 14, 2011}}
'''iOS'''{{vgrelease|WW|December 15, 2011}}
'''Apple TV'''{{vgrelease|WW|March 31, 2016}}}}
| genre = [[Platformer|Platform]]
| modes = [[Single-player]]
| platforms = [[Sega CD]], [[Windows]], [[Android (operating system)|Android]], [[PlayStation 3]], [[Xbox 360]], [[iOS]], [[Apple TV]]
}}
'''''Sonic the Hedgehog CD''''' or '''''Sonic CD''''' (ソニック ザ ヘジホッグ CD/ソニック CD) (as it is known in [[Europe]] and [[North America]]) is a [[platform game]] in the [[Sonic the Hedgehog series]], developed and published by [[Sega]]. It marked the first official appearance of both [[Metal Sonic]] and [[Amy Rose]]. It was released for the [[Sega Mega-CD]] in [[Japan]] on [[September 23]], [[1993]], in [[Europe]] in [[October]], [[1993]], and finally for the [[Sega CD]] in [[North America]] on [[November 19]], [[1993]]. The game was ported to [[Personal Computer|PC CD-ROM]] in [[1996]]. The game has a simalir story line to the [[Sonic OVA]] film.
 
{{nihongo foot|'''''Sonic the Hedgehog CD'''''|ソニック・ザ・ヘッジホッグ{{ruby|CD|シーディー}}|Sonikku za Hejjihoggu Shī Dī|lead=yes|group=lower-alpha}} is a 1993 [[platform game]] developed and published by [[Sega]] for the [[Sega CD]]. As [[Sonic the Hedgehog (character)|Sonic the Hedgehog]], the player attempts to protect an extraterrestrial body, Little Planet, from [[Doctor Robotnik]]. Like other ''[[Sonic the Hedgehog|Sonic]]'' games, Sonic runs through themed [[Level (video gaming)|levels]] while collecting [[Rings (Sonic the Hedgehog)|rings]] and defeating robots. ''Sonic CD'' introduces [[time travel]] as a [[game mechanic]]. By traveling through time, players can access different versions of stages, featuring alternative layouts, music, and graphics. ''Sonic CD'' features the debuts of the characters [[Amy Rose]] and [[Metal Sonic]].
== Storyline ==
[[Image:Sonic_CD_Title.gif|thumb|left|Title screen of ''Sonic CD'']]
For one month out of every year, a tiny planet appears in the skies above Never Lake. This mysterious place harbours seven ancient gems that control the passage of time.
Intrigued by the unusual power of these stones, [[Dr. Robotnik]] has descended upon the little planet and hatched a new scheme which will enable him to control time and rule the world.
Fortunately, [[Sonic the Hedgehog (character)|Sonic the Hedgehog]] has caught wind of Robotnik's evil schemes and plans to stop the doctor at all cost. However, to complicate matters Dr. Robotnik has kidnapped the young hedgehog [[Amy Rose]], and uses her to bait Sonic and keep the hedgehog off trail. To that end, he deploys his most sophisticated and diabolical machine to date: a robot duplicate of the hedgehog hero, designed to match Sonic's every move and even surpass his own namesake's speed.
 
''Sonic CD'' began as a [[Porting|port]] of the [[Sega Genesis]] game ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]'' (1991), but developed into a separate project. Led by ''Sonic''{{'s}} co-creator [[Naoto Ohshima]], the developers sought to showcase the technical capabilities of the Sega CD, with animated [[cutscenes]] by Studio Junio and CD-quality music. The soundtrack, influenced by [[House music|house]] and [[techno]], was composed by Naofumi Hataya and Masafumi Ogata. For North America, a new soundtrack was composed by [[Spencer Nilsen]], [[David Young (composer)|David Young]] and Mark Crew.
Now, Sonic must gather the Time Stones before Dr. Robotnik can, defeat Robotnik and Metal Sonic, and save Amy Rose.
 
''Sonic CD'' was released in late 1993. It received acclaim and is often regarded as one of the best ''Sonic'' platform games. Reviewers praised its size, music, and time travel feature, although some felt it did not fully use the Sega CD's capabilities. It sold over 1.5 million copies, making it the bestselling Sega CD game. ''Sonic CD'' was ported to [[Windows]] as part of the [[Sega PC]] label in 1996, and to the [[PlayStation 2]] and [[GameCube]] as part of ''[[Sonic Gems Collection]]'' in 2005. A [[video game remake|remake]], developed by [[Christian Whitehead]] using the [[Retro Engine]], was released for various platforms in 2011 and as part of the ''[[Sonic Origins]]'' compilation in 2022.
 
== Gameplay ==
[[File:SonicCDTimeTravel.png|thumb|left|alt=A collage of Sonic in the four time periods in the Palmtree Panic level. Clockwise from left: past, present, good future, and bad future.|(''Clockwise from top left'') The past, present, good future, and bad future variants of the Palmtree Panic level]]
[[Image:Sonic_CD_QuartzQuadrant.gif|thumb|Quartz Quadrant Zone in the Present]]
''Sonic CD'' is a [[side-scrolling]] [[platform game]] similar to the original ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]''. Players control [[Sonic the Hedgehog (character)|Sonic the Hedgehog]] as he ventures to stop his nemesis [[Doctor Robotnik]] from obtaining the magical Time Stones and conquering Little Planet.<ref name="egrev" /> Like previous games, Sonic can destroy enemies and objects (such as certain walls and television monitors containing [[power-up]]s<ref name="egrev" />) by rolling into a ball, and collects [[Rings (Sonic the Hedgehog)|rings]] as a form of health. Sonic can also perform a "spin dash" and a "super peel-out", both of which increase his speed.<ref name="cvg">{{cite magazine |last=Rand |first=Paul |date=November 1993 |title=Review: Sonic CD |url=https://retrocdn.net/images/d/d0/CVG_UK_144.pdf#page=87 |magazine=[[Computer and Video Games]] |issue=144 |page=87 |access-date=August 29, 2017}}</ref> The game has seven [[Level (video gaming)|levels]]; each is split into three zones, the third of which ends in a [[boss fight]] against Robotnik. Players start with three [[Life (gaming)|lives]], which are lost when they suffer any type of damage without rings in their possession; losing all lives results in a [[game over]].<ref name="segamag" /><ref name="manual" />
The game's key element is the manner in which the player can travel to 4 different versions of each [[level (video games)|level]] in 3 different time periods. This is accomplished by speed posts scattered around the level, bearing the labels "Past", and "Future". After running through one of these posts, the player has to run at top speed for a few seconds without stopping to travel into the respective time period. There are no "Past" signs in the Past and no "Future" signs in the Future. As in most Sonic games of this era, every stage has three "Acts" (Although they are called "Zones" in this game, see below), the third of which always takes place in the future. If Sonic destroys Dr. Robotnik's machine in the past in the first two acts of a stage, he will then travel to the different "Good Future" with no enemies. However, if he immediately travels to the Future without first destroying Eggman's machine in the Past, he will travel to the "Bad Future", which contains environmental hazards depending on the kind of level (Such as poisoned water, corroded structures, etc.). By completing all the good futures or by collecting the 7 Time Stones in the Special Stages, Sonic will finish the game with the good ending.
 
''Sonic CD'' is differentiated from other ''Sonic'' games through its [[time travel]] [[game mechanic]], which allows players to access different versions of rounds set in the past, present, and future. The music also changes within the different time zones, as remixes of the present music.<ref name="segapro" /> Sonic starts the first two zones in the present. The third zone is always set in the future, its timeline dependent upon whether the player destroyed both transporters in the past.<ref name="egrev" /> He travels through time by hitting signs labelled "past" or "future", maintaining his speed afterward.<ref name="gspotrev" /> By default, future stages are neglected and littered with machinery after Robotnik has conquered the Little Planet, appropriately named "bad futures."<ref name="gspotrev" /> Players are encouraged to convert each zone into a "good future", with bright colors, thriving nature, and few enemies.<ref name="gspotrev" /> To achieve a good future in each zone, players must travel to the past and destroy a hidden transporter where enemy robots spawn. Achieving a good future in every zone unlocks the best ending.<ref name="cvg" /><ref name="gspotrev" />
The game itself has Sonic feeling generally more sluggish than normal. The spin dash he does is different to that of ''Sonic 2'''s; the position he takes in both games is different. A new move was added to complement the spin dash: the Super Peel-Out (AKA Strike Dash, AKA Figure 8). The Super Peel-Out, performed in a manner much the reverse of the spin dash, by pressing up and any trigger button, causes Sonic to rev in position until you release the button, at which point he speeds off. The difference between the spindash and the Super Peelout is the spindash damages enemies who get in its way, due to Sonic's curled attacking pose; the Super Peelout, whilst quicker to charge up than the spin dash, does no damage, instead leaving Sonic vulnerable to attack (however, this can be foiled by pressing down immediately after performing the super peelout, sending Sonic into a roll that is just as fast as the super peelout as well as making him invulnerable to enemy attack).
 
By finishing a level with more than 50 rings, Sonic can access a special stage, in which he must destroy six [[UFO]]s in a pseudo-3D environment within a time limit.<ref name="egrev" /><ref name="segapro" /> Time is reduced swiftly if the player runs through water, though a special UFO that appears when time is running out grants extra time if destroyed. If the player destroys all the UFOs before the time runs out, they earn a Time Stone.<ref name="manual" /> Collecting all seven Time Stones automatically creates a good future in every zone, unlocking the best ending.<ref name="cvg" /> The game also features a time attack mode, where players can replay completed levels for the fastest time possible; a "D.A. Garden", where players can listen to the music of completed zones; and a "Visual Mode", where players can view the opening and closing animations.<ref>{{Cite web|url=https://www.gamerevolution.com/guides/53880-sonic-cd-ps3-cheats|title=Sonic CD PS3 Cheats|date=January 5, 2012|website=[[Game Revolution]]|url-status=live|archive-url=https://web.archive.org/web/20190405221323/https://www.gamerevolution.com/guides/53880-sonic-cd-ps3-cheats|archive-date=April 5, 2019|access-date=February 10, 2018}}</ref> The game also includes a save feature, which uses the back-up memory of the Sega CD.<ref name="manual">{{cite book|author1=Sonic Team|title=Sonic the Hedgehog CD instruction manual|date=November 1993|publisher=Sega}}</ref>{{rp|20}}
Also, while leaving the game idle for more than a few seconds makes Sonic tap his foot impatiently (as per usual), leaving the game idle for 3 minutes causes Sonic (i.e. a digitized voice clip) to say "I'm outta here!", followed by him running off screen to the left, and the game resets to the title screen.
 
==LevelsPlot==
At Never Lake, an extraterrestrial body, Little Planet, appears in the last month of every year. Sonic's nemesis, Dr. Robotnik, has chained the planet to a mountain and begun transforming it into a giant fortress with his robot army. To execute his plan, Robotnik uses the Time Stones, seven diamonds which control the flow of time, hidden in the different zones. Sonic ventures to the planet, followed by the besotted [[Amy Rose]], his self-proclaimed girlfriend.{{efn|In the North American manual, Amy is incorrectly identified as [[Princess Sally]], a character from [[DIC Entertainment|DIC's]] ''[[Sonic the Hedgehog (TV Series)|Sonic the Hedgehog]]'' television series.}} Robotnik dispatches his newest invention, Metal Sonic, to kidnap Amy at Collision Chaos, luring Sonic into danger.
===Rounds===
What would typically be called a "Zone" in other Sonic games is called a "Round" in ''Sonic CD''. Likewise, an "Act" now becomes a "Zone". In the level select screen, levels are listed according to round numbers. For example, what the level select refers to as "Round 1" is Palmtree Panic. "Round 2", however, is missing; the level select instead skips directly to "Round 3" (Collision Chaos), suggesting a level was cut during development. This is even featured in the PC version, where files for each level are separated into folders - there are folders named "R1" and "R3", but no "R2". In total there are seven rounds to complete, each in three different time zones.
 
After outrunning Metal Sonic in Stardust Speedway and saving Amy, Sonic fights and defeats Robotnik in his lair, Metallic Madness. Two endings exist, depending on whether or not the player collected the Time Stones or achieved a good future in each level. In the good ending, Little Planet thanks Sonic with a shower of stars and leaves Never Lake; in the bad ending, Little Planet still leaves, but Robotnik uses the Time Stones to bring it back and the player is urged to replay the game to achieve the good ending.
*'''Palmtree Panic''': A tropical level with mountains and waterfalls in the background. The past features a more prehistoric looking Palmtree Panic. The bad future is completely mechanized with smog in the air and oil in the water, while the good future is also mechanized but bright, vivid, colorful, and clean, with potted trees and plants adorning the area as well.
 
==Development==
*'''Collision Chaos''': A traditional pinball style level. In the past Collision Chaos shows a rather surreal, dreamlike version of the level. The bad future is dark and creepy with gray machines while the good future shows a bright blue and futuristic zone.
===Background and conception===
[[File:Naoto ohshima gdc 2018.jpg|thumb|right|alt=Naota Ohshima|''Sonic CD'' director [[Naoto Ohshima]] at the 2018 [[Game Developers Conference]]]]
The original ''[[Sonic the Hedgehog (1991 video game)|Sonic the Hedgehog]]'' (1991) was developed by [[Sonic Team]] at [[Sega]]. It was a major commercial success and positioned Sega as [[Nintendo]]'s main rival in the console market.<ref>{{cite magazine|date=January 2002|title=This Month in Gaming History|magazine=[[Game Informer]]|volume=12|issue=105|page=117}}</ref> The lead programmer, [[Yuji Naka]], dissatisfied with Sega of Japan's rigid corporate policies, moved with several members of Sonic Team to the United States to develop ''[[Sonic the Hedgehog 2]]'' with [[Sega Technical Institute]] (STI).<ref name="Sonic Team">{{cite magazine|last=Smith|first=Sean|date=June 2006|title=Company Profile: Sonic Team|url=https://archive.org/details/RetroGamerIssue026-030/page/n23|magazine=[[Retro Gamer]]|publisher=Imagine Publishing|issue=26|pages=24–29|access-date=October 12, 2019}}</ref><ref name="STIHistory">{{cite magazine|last=Day|first=Ashley|date=March 2007|title=Company Profile: Sega Technical Institute|magazine=[[Retro Gamer]]|publisher=Imagine Publishing|issue=36|pages=28–33}}</ref> Meanwhile, Sega planned to release the [[Sega CD]] add-on for its [[Sega Genesis|Genesis]], and wanted a ''Sonic'' game that would demonstrate its more advanced features. [[Naoto Ohshima]], the designer of Sonic, was ''Sonic CD''{{'}}s director; the remainder of the team comprised Sega staff who had developed ''[[The Revenge of Shinobi (1989 video game)|The Revenge of Shinobi]]'', ''[[Golden Axe II]]'', and ''[[Streets of Rage (video game)|Streets of Rage]]''. The team built ''Sonic CD'' using the original ''Sonic the Hedgehog'' code as a base.<ref name="eurogdevelopment">{{cite web|last1=Linneman|first1=John|title=DF Retro: Sonic CD - under-appreciated but still brilliant today|url=https://www.eurogamer.net/digitalfoundry-2018-revisiting-sonic-cd-retro|website=[[Eurogamer]]|publisher=[[Gamer Network]]|access-date=April 8, 2018|date=April 8, 2018}}</ref>
 
''Sonic CD'' was conceived as an enhanced [[porting|port]] of ''Sonic the Hedgehog'' for the Sega CD, but it gradually developed into a separate project.<ref name="eurogdevelopment" /> It was titled ''CD Sonic the Hedgehog''<ref>{{cite magazine|date=March 1993|title=CD Sonic the Hedgehog|url=https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20044%20%28March%201993%29#page/n119/mode/2up|magazine=[[Electronic Gaming Monthly]]|issue=44|page=122|access-date=October 12, 2019}}</ref> before being renamed ''Sonic CD''.<ref name="force">{{cite magazine|last1=Kai|first1=Norton|date=April 1993|title=Sonic CD Splits Up|magazine=[[Sega Force]]|issue=16|page=12}}</ref> Ohshima does not consider ''Sonic CD'' a sequel to ''Sonic the Hedgehog'' or ''Sonic 2'', although the artist [[Yasushi Yamaguchi]] said its story may be set between the two.<ref name="Shmuplations">{{cite web |title=Sonic CD – Developer Interview Collection |url=http://shmuplations.com/soniccd/ |website=Shmuplations |access-date=March 24, 2020 |date=March 24, 2020}}</ref>
*'''Tidal Tempest''': An underwater ruin near a volcanic area. The past is a tropical swamp with caves in the background. The bad future shows a broken down, polluted water plant while in the good future, Tidal Tempest is a fully operational turquoise aquarium with some plant life and small fish.
 
===Design===
*'''Quartz Quadrant''': Quartz Quadrant is a busy place with conveyor belts and platforms. The appearance of this level changes drastically throughout each time zone. It is a swamp in the past, a cave in the present, a metal-covered wasteland in the bad future, and a golden-colored city in the good future.
''Sonic the Hedgehog'' had a balance on speed and platforming; STI built on the speed with ''Sonic 2''{{'}}s more focused level designs. However, Ohshima's team sought to focus on the platforming and exploration aspects.<ref name="eurogdevelopment"/> Ohshima said, "our ideas were to make the world and setting larger, and to add more replayability, so it would be something you could enjoy playing for a long time".<ref name="Shmuplations"/> According to artist [[Kazuyuki Hoshino]], because it was a Sega CD game, the team wanted ''Sonic CD'' to stand out compared to previous ''Sonic'' games. The visuals were designed to resemble [[computer-generated imagery|CG imagery]]; the Sonic [[Sprite (computer graphics)|sprite]] on the title screen was based on a Sonic figurine by Taku Makino that the team photographed and scanned.<ref name="Shmuplations"/>
 
''Sonic CD'' marks the debuts of Amy Rose and Metal Sonic, both designed by Hoshino. Although Hoshino created Amy's in-game graphics, many staff members contributed ideas to her design. Her headband and trainer shoes reflected Ohshima's tastes while her mannerisms reflected the traits Hoshino looked for in women at the time. Hoshino designed Metal Sonic in response to Ohshima wanting a strong rival for Sonic. Hoshino had a clear image of Metal Sonic in his mind from the moment he was briefed, and his design emerged after only a few sketches. The character graphics were created using Sega's proprietary graphics system for the Genesis, the "Sega Digitizer MK-III", featuring a bitmap and animation editor. The team mostly used [[Macintosh IIci]]s. Graphics data was stored on 3.5-inch floppy disks, which were handed to the programmer to work into the game.<ref>{{Cite book|title=Sega Mega Drive/Genesis: Collected Works|last=Stuart|first=Keith|publisher=Read-Only Memory|year=2014|isbn=9780957576810|pages=289–290|chapter=Interview with Kazuyuki Hoshino, Art Director}}</ref> Though Naka was not directly involved with ''Sonic CD'', he exchanged design ideas with Ohshima.<ref name="Ohshima interview" />
*'''Wacky Workbench''': A factory level located in a canyon. The past features an early construction of the Workbench. In the bad future the level is ruined and brown, while the good future shows an advanced pink/purple plant.
 
Ohshima cited the film ''[[Back to the Future]]'' (1985) as an influence on the time travel.<ref name="Ohshima interview">{{Cite web|url=http://www.gamasutra.com/view/feature/132596/out_of_the_blue_naoto_ohshima_.php?page=2 |title=Out of the Blue: Naoto Ohshima Speaks |last=Sheffield |first=Brandon |date=December 4, 2009 |website=Gamasutra |archive-url=https://web.archive.org/web/20160424130056/http://www.gamasutra.com/view/feature/132596/out_of_the_blue_naoto_ohshima_.php?page=2 |archive-date=April 24, 2016 |url-status=dead |access-date=April 15, 2017 }}</ref> The developers designed four variants of each stage, one for each time period.<ref name="gspy">{{cite web |title=Sega's Yuji Naka Talks! |url=http://xbox.gamespy.com/articles/654/654750p2.html |url-status=live |archive-url=https://web.archive.org/web/20170223003348/http://xbox.gamespy.com/articles/654/654750p2.html |archive-date=February 23, 2017 |access-date=June 16, 2017 |website=GameSpy |publisher=IGN}}</ref> Ohshima hoped for the period to change instantly with a "sonic boom" effect, but the programmers argued this was impossible and produced a loading sequence instead.<ref name="Ohshima interview" /> Sega did not pressure the team developing ''Sonic CD'' as much as the one developing ''Sonic 2''. Ohshima felt this was because ''Sonic CD'' is not a numbered sequel; he considered it a recreation of the original game.<ref name="Ohshima interview" /> The total ''Sonic CD'' game data is 21 [[megabyte]]s (MB), compared to ''Sonic 2''{{'}}s 1 MB.<ref name="eurogdevelopment" /> ''Sonic CD'' includes animated [[Cutscene|cutscenes]] produced by Studio Junio. The videos used the STM format, which provided uncompressed imagery to the video display processor, creating better results than the [[Cinepak]] compression used for other Sega CD games.<ref name="eurogdevelopment" /> The special stages feature [[Mode 7]]-like background plane manipulation effects.<ref name="gradarrev" /> An underground dungeon stage was cut early in development as it did not fit the ''Sonic'' gameplay.<ref>{{Cite web |last=Baxter |first=Daryl |date=2023-12-22 |title=EXCLUSIVE: From Sega CD to iPhone SSD, Sonic designer Naoto Ohshima talks 30 years of Sonic CD, Sonic Superstars, secret levels and sequels |url=https://www.imore.com/gaming/for-me-sonic-cd-isnt-just-a-sequel-sonics-designer-speaks-to-imore-for-its-30th-anniversary |access-date=2023-12-23 |website=[[iMore]] |language=en}}</ref>
*'''Stardust Speedway''': One of the fastest rounds in ''Sonic''<nowiki>'</nowiki>s history. Stardust Speedway is a highway above an enormous city. In the past the land is old resembling a roman city, and vines adorn the highway. In the bad future Stardust Speedway has become a corrupted city with rather odd buildings. The good future looks like a futuristic amusement park, purple in color.
 
===Music===
*'''Metallic Madness''': Robotnik's base on Little Planet. Near the end of Zone 2, Sonic is shrunk and must make his way through small passageways. The past shows the base is still in construction, while in the bad future Metallic Madness is a brown and completely broken-down factory. The good future still shows a mechanized factory but it has some green trees in the background and it looks as though Robotnik was never there.
The ''Sonic CD'' soundtrack was composed by Naofumi Hataya and Masafumi Ogata.<ref name="Byrd-2020">{{Cite web |last=Byrd |first=Matthew |date=2020-02-13 |title=''Sonic CD'''s soundtrack remains gaming's strangest controversy |url=https://www.denofgeek.com/games/sonic-cd-soundtrack-controversy/ |access-date=2025-02-22 |website=[[Den of Geek]] |language=en-US}}</ref> According to Hataya, Sega allocated a large audio budget to showcase the audio functionality of the Sega CD, aiming for CD-quality music superior to video game music of the time.<ref name="Shmuplations2">{{cite web |date=March 24, 2020 |title=Sonic CD – Developer Interview Collection |url=http://shmuplations.com/soniccd/ |access-date=March 24, 2020 |website=Shmuplations}}</ref> The team worked with the Japanese music production company [[B Zone|Being]], and enlisted [[Keiko Utoku]] to provide vocals.<ref name="Shmuplations2" /> The music was recorded in the Being studios.<ref name="Shmuplations2" />
 
Hataya and Ogata's first [[Demo (song)|demo songs]] were rejected by Ohshima, who wanted a more bold, experimental sound.<ref name="Shmuplations2" /> They instead composed music inspired by the increasing popularity of [[House music|house]] and [[techno]] in Japan, citing inspiration from acts including [[C+C Music Factory]], [[Frankie Knuckles]] and [[the KLF]].<ref>{{Cite book |last=Stuart |first=Keith |title=Sega Mega Drive/Genesis: Collected Works |publisher=Read-Only Memory |year=2014 |isbn=9780957576810 |pages=312 |chapter=Interview with Naofumi Hataya}}</ref><ref name="Shmuplations2" /> They were also inspired by the popularity of Sonic in British DJ culture at the time.<ref name="Shmuplations2" /> The team composed music to match the past, present and future versions of each stage.<ref name="Shmuplations2" /> While most tracks use CD audio, the past stages use [[Sampling (music)|sample]]-based [[Pulse-code modulation|PCM]] tracks to evoke a "prehistoric" feeling.<ref name="Shmuplations2" /><ref name="eurogdevelopment" /> An album of remixes by Hataya and Ogata was released in Japan in late 1994.<ref>{{cite web |title=Sonic the Hedgehog - Remix |url=https://sonic.sega.jp/sonicadv/snd/other_05.html}}</ref>
=== Special stages ===
As in ''Sonic the Hedgehog'', special stages can be accessed at the end of each zone if the player has collected, and is holding on to at least 50 rings. A giant ring will float above the finishing sign which Sonic can jump through to enter the special stage.
 
Sega of America delayed the North American release of ''Sonic CD'' for two months to have a new soundtrack composed by [[Spencer Nilsen]], [[David Young (composer)|David Young]] and Mark Crew (credited as Sterling).<ref name="Byrd-2020" /> Nilsen said Sega of America "wanted something a little more musically rich and complex", with a theme song they could use in marketing.<ref>{{Cite web |date=December 9, 2008 |title=Sega-16 – Interview: Spencer Nilsen (Composer) |url=https://www.sega-16.com/2008/12/interview-spencer-nilsen/ |access-date=2021-01-17 |language=en-US}}</ref> The new theme song, "Sonic Boom", was composed by Nilsen and performed by the female vocal trio Pastiche.<ref name="nilsen2">{{cite web |last1=Horowitz |first1=Ken |date=December 9, 2008 |title=Interview: Spencer Nilsen (Composer) |url=https://www.sega-16.com/2008/12/interview-spencer-nilsen/ |url-status=live |archive-url=https://web.archive.org/web/20180512085155/https://www.sega-16.com/2008/12/interview-spencer-nilsen/ |archive-date=May 12, 2018 |access-date=June 28, 2017 |website=Sega-16}}</ref> ''[[Den of Geek]]'' described the American soundtrack as "more orchestral and 'rocking' ... a bit more 'epic' and almost mournful", with "a sense of dread" compared to the "bouncy and joyful" Japanese soundtrack.<ref name="Byrd-2020" /> Nilsen said the two soundtracks represented "completely different musical philosophies and approaches".<ref name="nilsen2" />
The special stage consists of a three-dimensional, flat surface. To complete a stage and collect the Time Stone reward, the player must seek and destroy six UFOs flying around the stage. The UFOs move around in an erratic fashion, which can make them hard to hit. If a UFO is destroyed, it gives a prize. A Ring Bonus for UFOs with yellow frames, and a temporary speed boost for ones with white frames. If the timer goes below 20 seconds, a special blue-and-red UFO appears in the center. Although this UFO doesn't count towards the actual UFO count (in other words, the number won't decrease), it awards the player an extra 30 seconds, allowing them more time.
 
== Release ==
In addition, there are many different types of stage environment that can make or break your game. Springs bounce you upward, bumpers bounce you back if you try to stray off-course, fans make you hover for a short time, chopper tiles slow you down and cause you to lose rings, and dash panels force you into different directions. If you step into the water portions of the stage, you'll proceed slower and quickly lose time, so stay out of them if possible. In the Special Stage Time Attack, the water does not cause a time penalty.
''Sonic CD'' was released in Japan on September 23, 1993,<ref>{{cite web|url=http://sega.jp/archive/segahard/mcd/soft.html|title=[セガハード大百科] メガCD対応ソフトウェア|publisher=[[Sega]]|access-date=2015-05-30|url-status=unfit|archive-url=https://web.archive.org/web/20091216042003/http://sega.jp/archive/segahard/mcd/soft.html|archive-date=December 16, 2009}}</ref> and in Europe a few weeks later in October.<ref name="cvg"/> After being delayed for the new soundtrack, it was released in North America in November 23, 1993, alongside ''[[Sonic Chaos]]'' and ''[[Sonic Spinball]]'' as part of Sega of America's "Sonic Three on One Day" release strategy.<ref name="gamepro">{{Cite magazine|title=Sonic the Hedgehog CD|magazine=GamePro|volume=6|issue=1}}</ref><ref>{{Cite news |date=November 20, 1993 |title=Sega names the day |pages=13 |work=[[Nottingham Post|Evening Post]] |url=https://www.newspapers.com/image/820094030/?terms=%22sonic%20cd%22%20%22november%2023%22&match=1 |access-date=May 23, 2023 |quote=On November 23 Sega will be releasing their trio of Sonic titles. Sonic Three on One Day, as it will now be known sees the worldwide release of Sonic CD (Mega CD), Sonic Spinball (Mega Drive) and Sonic Chaos on Master System and Game Gear.}}</ref> ''Sonic CD'' was the flagship game for Sega CD and its only ''Sonic'' game.<ref>{{cite web|url=http://www.gamesradar.com/the-rise-fall-and-deafening-crash-of-sonic-the-hedgehog/|title=The rise, fall and deafening crash of Sonic the Hedgehog|last1=Elston|first1=Brett|website=GamesRadar|date=April 9, 2008|page=1|access-date=10 February 2018}}</ref> An enhanced version of the original ''Sonic the Hedgehog'' and [[Sister Sonic|a ''Sonic''-themed port of ''Popful Mail'']] were canceled.<ref>{{cite magazine|date=August 1992|title=Coming Attractions|magazine=MegaPlay|volume=3|issue=11|page=30}}</ref><ref>{{cite magazine|title=Sega Falcom ACT.20|magazine=Beep! MegaDrive|volume=9|issue=6|publisher=SoftBank|date=June 1993|page=98}}</ref><ref>{{Cite magazine|date=August 1993|title=Sonic's Dad!|url=https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20049%20%28August%201993%29#page/n71/mode/2up|magazine=[[Electronic Gaming Monthly]]|issue=49|page=71|access-date=October 12, 2019}}</ref>
 
=== R2?Rereleases ===
[[File:Sega-CD-Model1-Set.jpg|thumb|right|alt=A Sega CD attached to a Sega Genesis.|''Sonic CD'' was originally released for the [[Sega CD]] (seen here attached below the [[Sega Genesis|Genesis]]).]]
Some fans beleve that there was a missing level cut out between Palmtree Panic and Collision Chaos
Two versions of ''Sonic CD'' were released for [[Windows]]: one in 1995 for [[Pentium processor]]s, and another in 1996 for [[DirectX]].<ref name="eurogdevelopment"/> The Pentium version was only bundled with new computers and never sold in stores; Sega worked with [[Intel]] to make the game work properly.<ref name="eurogdevelopment"/> The DirectX version was released under the Sega PC label,<ref name="chan">{{cite web|author1=Sega |title=Windows |url=http://sonic.sega.jp/SonicChannel/gametitle/Windows.html |website=Sonic Channel |access-date=April 17, 2017 |url-status=live |archive-url=https://web.archive.org/web/20161024152154/http://sonic.sega.jp/SonicChannel/gametitle/Windows.html |archive-date=October 24, 2016 }}</ref> and it was released in North America on July 8<ref name="ignwindows">{{cite web|title=Sonic CD [1996] - PC|url=http://www.ign.com/games/sonic-cd/pc-8740|website=IGN|publisher=Ziff Davis|access-date=August 29, 2017}}</ref> and in Japan on August 9.<ref name="chan" /> This version is mostly identical to the original release,<ref name="gspotwindows">{{cite web|last1=Blevins |first1=Tal |title=Sonic CD (1995) Review |url=https://www.gamespot.com/reviews/sonic-cd-review/1900-2533119/ |website=GameSpot |access-date=April 21, 2017 |date=September 19, 1996 |url-status=live |archive-url=https://web.archive.org/web/20170518151919/https://www.gamespot.com/reviews/sonic-cd-review/1900-2533119/ |archive-date=May 18, 2017 }}</ref> but loading screens were added<ref name="eurogdevelopment"/> and it is only compatible with older versions of Windows.<ref>{{cite journal|last1=Procter |first1=Lewie |title=No Disc Required: Sonic CD Heading To PC |url=https://www.rockpapershotgun.com/2011/09/05/no-disc-required-sonic-cd-heading-to-pc/ |journal=Rock, Paper, Shotgun |date=September 5, 2011 |access-date=April 15, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170517144352/https://www.rockpapershotgun.com/2011/09/05/no-disc-required-sonic-cd-heading-to-pc/ |archive-date=May 17, 2017 }}</ref> Both Windows versions use the North American soundtrack.<ref name="eurogdevelopment"/>
called R2,also other levels like Dust Hill(Would be called "Dusty Desert") and "Final Fever"(As shown in the D.A. Garden).It has been thought to be a ruin themed level like in the credits when sonic runs on crumbling peices and dodjes an attack by an enemy similar to the Underground Zone boss in [[Sonic The Hedgehog 2(8-bit)]].
 
The 1996 Windows version was ported to the [[GameCube]] and [[PlayStation 2]] in August 2005 for ''[[Sonic Gems Collection]]''.<ref name="eurogdevelopment"/><ref name="hardcore">{{cite web|author1=Sketcz|title=Blog: I like burning hedgehogs|url=http://blog.hardcoregaming101.net/2009/10/i-like-burning-hedgehogs.html|website=Hardcore Gaming 101|access-date=24 February 2018|date=October 22, 2009}}</ref> This port uses the original soundtrack in Japan and the North American soundtrack elsewhere.<ref name="igngems">{{cite web|title=Sonic Gems Collection - IGN |url=http://www.ign.com/articles/2005/08/19/sonic-gems-collection |website=IGN |date=August 19, 2005 |access-date=November 20, 2016 |url-status=live |archive-url=https://web.archive.org/web/20160418210734/http://www.ign.com/articles/2005/08/19/sonic-gems-collection |archive-date=April 18, 2016 }}</ref><ref name="Eurogamer Gibson">{{cite web |last1=Gibson |first1=Ellie |date=July 4, 2005 |title=Sonic Gems line-up in doubt |url=http://www.eurogamer.net/articles/news040705sonicgems |url-status=live |archive-url=https://web.archive.org/web/20160304123606/http://www.eurogamer.net/articles/news040705sonicgems |archive-date=March 4, 2016 |access-date=April 15, 2017 |website=[[Eurogamer]]}}</ref> The ports introduced some graphical problems, such as a blurry anti-flicker presentation,<ref name="eurogdevelopment"/> but the opening animation is presented in a higher quality [[pan and scan|fullscreen]] view.<ref name="npowerpreview">{{cite magazine|title=Sonic Gems Collection|magazine=[[Nintendo Power]]|date=September 2005|issue=195|page=40|publisher=[[Future plc]]}}</ref>
== Development ==
After the release of ''[[Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', Lead Programmer [[Yuji Naka]] had grown dissatisfied with the rigid corporate policies at [[Sega]], so he moved to the United States to work with the [[Sega Technical Institute]]. Incidentally, a large number of the original design team of Sonic also left for the U.S., to help instruct the American developers. With half of Sonic Team and two of its most important creators present, the [[Sega Technical Institute]] eventually got the job to develop ''[[Sonic the Hedgehog 2]]''.
 
In 2009, [[Independent game development|independent programmer]] [[Christian Whitehead]] produced a [[proof of concept|proof-of-concept]] video of a remastered version of ''Sonic CD'', using his [[Retro Engine]], running on [[iOS]].<ref name="derstandard">{{cite news|url=http://derstandard.at/2000011074333/Lieblingsspiele-neugemacht-Die-bewundernswerte-Kunst-der-Fan-Remakes|title=Lieblingsspiele 2.0: Die bewundernswerte Kunst der Fan-Remakes|first=Rainer|last=Sigl|date=February 1, 2015|newspaper=[[Der Standard]]|archive-url=https://web.archive.org/web/20161124013140/http://derstandard.at/2000011074333/Lieblingsspiele-neugemacht-Die-bewundernswerte-Kunst-der-Fan-Remakes|archive-date=November 24, 2016|url-status=live}}</ref><ref>{{cite news|last1=Hodapp|first1=Eli|title=Christian Whitehead On 'Sonic CD' and His Retro Engine|url=http://toucharcade.com/2009/07/29/christian-whitehead-on-sonic-cd-and-his-retro-engine/|access-date=23 July 2016|work=TouchArcade|date=29 July 2009}}</ref> Sega released this version in December 2011 for [[Android (operating system)|Android]], [[iOS]], [[PlayStation 3]], and [[Xbox 360]], and later in January 2012 for Windows via [[Steam (service)|Steam]] with assistance from [[BlitWorks]] in the PC and console ports.<ref>{{Cite web|title=BlitWorks - SONIC CD|url=https://blitworks.com/sonic_cd/|website=[[BlitWorks]]}}</ref> The remaster features enhancements such as widescreen graphics, fine-tuned [[collision detection]] to make time traveling more consistent, refined visuals and frame rate for Special Stages, the option for spin dash physics from ''Sonic the Hedgehog 2'', both the Japanese and North American soundtracks, the ability to unlock [[Tails (character)|Tails]] as a playable character, and [[Achievement (video gaming)|achievement and trophy]] support.<ref>{{cite web|url=http://watchplayread.com/proof-of-concept-of-enhanced-sonic-cd-on-iphone/|title=Proof Of Concept Of Enhanced Sonic CD On iPhone &#124; WatchPlayRead - "It's What We Do!"|date=2009-07-28|publisher=WatchPlayRead|archive-url=https://web.archive.org/web/20120503192211/http://watchplayread.com/proof-of-concept-of-enhanced-sonic-cd-on-iphone/|archive-date=2012-05-03|url-status=live|access-date=2011-11-23}}</ref><ref>{{cite web|url=http://watchplayread.com/sonic-cd-coming-to-xbla-psn-and-more-this-holiday/|title=Sonic CD coming to XBLA, PSN and more this holiday &#124; WatchPlayRead - "It's What We Do!"|date=2011-08-25|publisher=WatchPlayRead|archive-url=https://web.archive.org/web/20120504104437/http://watchplayread.com/sonic-cd-coming-to-xbla-psn-and-more-this-holiday/|archive-date=2012-05-04|url-status=live|access-date=2011-11-23}}</ref><ref name="tails">{{cite web|url=http://blogs.sega.com/2011/11/01/sonic-cd-spins-onto-tablets-at-gamestop/|title=SEGA Blog &#124; Sonic CD Spins Onto Tablets at GameStop|publisher=Blogs.sega.com|archive-url=https://web.archive.org/web/20111201065454/http://blogs.sega.com/2011/11/01/sonic-cd-spins-onto-tablets-at-gamestop/|archive-date=2011-12-01|url-status=live|access-date=2011-11-23}}</ref><ref>{{cite web|url=http://blogs.sega.com/2011/08/25/segapax-%E2%80%93-sonic-cd-announced/#more-9208 |title=SEGA Blog &#124; #SegaPAX – Sonic CD Announced! |date=2011-08-25 |publisher=Blogs.sega.com |access-date=2011-11-23 |url-status=live |archive-url=https://web.archive.org/web/20111019184453/http://blogs.sega.com/2011/08/25/segapax-%E2%80%93-sonic-cd-announced/ |archive-date=2011-10-19 }}</ref> Whitehead designed two original stages, but they were excluded as Sega wanted to keep the game faithful to the original release.<ref>{{cite web|last1=Nelson|first1=Jared|title=Play 'Sonic The Hedgehog 2' Hidden Palace Zone in Prototype Form with this New Easter Egg|url=http://toucharcade.com/2014/05/06/sonic-2-hidden-palace-zone-playable-prototype/|website=TouchArcade|date=May 6, 2014 |access-date=June 23, 2017}}</ref> The remaster was not released on the [[Wii]] as it exceeded the [[WiiWare]] download size.<ref>{{cite web|last1=Holmes |first1=Jonathan |title=Sonic CD is too big to come to WiiWare |url=https://www.destructoid.com/sonic-cd-is-too-big-to-come-to-wiiware-210001.phtml |website=[[Destructoid]] |date=August 27, 2011 |access-date=April 16, 2017 |url-status=live |archive-url=https://web.archive.org/web/20150910134154/http://www.destructoid.com/sonic-cd-is-too-big-to-come-to-wiiware-210001.phtml |archive-date=September 10, 2015 }}</ref> It was included in the 2022 compilation ''[[Sonic Origins]]'',<ref>{{Cite web |last=May 2021 |first=Hope Bellingham 27 |date=2021-05-27 |title=Sonic: Origins brings Sonic the Hedgehog 1, 2, 3, & Knuckles to current gen consoles |url=https://www.gamesradar.com/sonic-origins-brings-sonic-the-hedgehog-1-2-3-and-knuckles-to-current-gen-consoles/ |access-date=2021-08-16 |website=gamesradar |language=en}}</ref> which removed voice lines for Sonic and Amy.<ref>{{Cite web |last=Bevan |first=Rhiannon |date=2022-06-25 |title=Sonic CD's Voice Lines Have Been Removed In Origins, For Some Reason |url=https://www.thegamer.com/sonic-origins-cd-voice-lines-im-outta-here/ |access-date=2022-08-08 |website=TheGamer |language=en-US}}</ref> Amy and [[Knuckles the Echidna|Knuckles]] also became selectable characters in a later update to ''Origins.''<ref>{{Cite magazine |url=https://www.gameinformer.com/2023/03/23/sonic-origins-plus-adds-amy-as-playable-character-game-gear-games-and-more-this-june |title=Sonic Origins Plus Adds Amy As Playable Character, Game Gear Games, And More This June |magazine=[[Game Informer]] |access-date=June 28, 2023 |archive-date=March 23, 2023 |archive-url=https://web.archive.org/web/20230323162108/https://www.gameinformer.com/2023/03/23/sonic-origins-plus-adds-amy-as-playable-character-game-gear-games-and-more-this-june |url-status=bot: unknown }}</ref>
Meanwhile in Japan, ''Sonic CD'' was handled by a separate development team, headed by Sonic creator [[Naoto Ohshima]]. Initially, as revealed in interviews and magazine clippings [http://sost.emulationzone.org/sonic_cd/scans/index.htm], ''Sonic CD'', and ''Sonic 2'' for the [[Sega Mega Drive|Mega Drive/Genesis]], [[Master System]] and [[Game Gear]] were all supposed to be the same game. However, during development, ''Sonic CD'' evolved into a vastly different type of game. Eventually, the gameplay of ''Sonic 2'' would be favoured for the future games, but this explains why the theme and handling of ''Sonic CD'' are different, as well as the use of ''[[Sonic the Hedgehog (16-bit)|Sonic 1]]'''s sprites for Sonic. The time posts also had pseudo-3D sprites similar to the ''[[Knuckles' Chaotix]]'' title screen.
 
==Reception==
''Sonic CD'' was released after ''Sonic the Hedgehog 2'' but before ''[[Sonic the Hedgehog 3]]''. Some fans believe the story of Sonic CD either takes place before ''Sonic 2'' or after ''[[Sonic & Knuckles]]'' due to the misconception that ''Sonic 3'' takes place where Sonic 2 left off, but in actuality, the Japanese manual states that there was some time in between games. However, due to considerable delays, it is apparent that ''Sonic CD'' was supposed to launch at the same time, if not before, ''Sonic 2''.
{{Video game reviews
| title = Reception (Sega CD)
| CVG = 85%<ref name="cvg"/>
| EGM = 9/10, 9/10, 8/10, 8/10<ref name="egmrev"/>
| GameFan = 400/400<ref>{{cite magazine |last1=Halverson |first1=Dave |author1-link=Dave Halverson |last2=Rickards |first2=Kelly (K. Lee) |last3=Cockburn |first3=Andrew |title=Viewpoint |magazine=[[GameFan]] |date=November 1993 |volume=1 |issue=12 |pages=21–3 |url=https://archive.org/details/GamefanVolume1Issue12/page/n21/mode/2up}}</ref>
| GamePro = 5/5<ref name="GameProReview">{{cite magazine |url=https://retrocdn.net/images/e/ec/GamePro_US_054.pdf |title=Sega CD ProReview: ''Sonic the Hedgehog CD'' |magazine=[[GamePro]] |author=The Unknown Gamer |date=January 1994 |pages=64–68}}</ref>
| rev1 = ''[[Electronic Games]]''
| rev1Score = 92%<ref name="egrev"/>
| rev2 = ''[[Entertainment Weekly]]''
| rev2Score = A−<ref>{{Cite magazine|url=https://ew.com/article/1994/02/11/sonic-cd-sonic-chaos-sonic-spinball-sonic-3/|title=Sonic CD; Sonic Chaos; Sonic Spinball; Sonic 3|magazine=[[Entertainment Weekly]]}}</ref>
| rev3 = ''[[Sega Force Mega]]''
| rev3Score = 85%<ref>{{cite magazine|author2=Mark|title=Sonic the Hedgehog CD|magazine=[[Sega Force Mega]]|date=January 1994|volume=2|issue=7|pages=102–4|author=Chris}}</ref>
| rev4 = ''[[Sega Magazine]]''
| rev4Score = 87%<ref name="segamag"/>
| rev5 = ''[[Sega Pro]]''
| rev5Score = 90%<ref name="segapro"/>
| award1Pub = ''[[Electronic Gaming Monthly]]''
| award1 = [[List of Game of the Year awards|Best Sega CD Game of 1993]]<ref name="egmbuyersguide1994">{{cite magazine |year=1994 |title=Electronic Gaming Monthly's Buyer's Guide|magazine=[[Electronic Gaming Monthly]]}}</ref>
| award2Pub = ''[[GamePro]]''
| award2 = Best CD Game of 1993<ref name="gamepro_goty">{{cite magazine |title=Editor's Choice Awards |magazine=[[GamePro]] |date=February 1994 |issue=55 |page=24 |publisher=[[International Data Group|IDG]]}}</ref>
}}
 
The Sega CD version sold more than 1.5 million copies, making it the system's best-seller.<ref>Official Gallup UK Mega-CD sales chart, February 1994, published in ''[[Mega (magazine)|Mega]]'' issue 17</ref><ref>{{cite book|title=Guinness World Records 2016: Gamer's Edition|date=2015|isbn=978-1910561096|publisher=[[Guinness World Records]]}}</ref> In the United Kingdom, it was the top-selling Mega CD game in December 1993.<ref>{{cite magazine |url=https://retrocdn.net/images/4/4c/CVG_UK_147.pdf |title=Charts |magazine=[[Computer & Video Games]] |publisher=[[Future plc]] |issue=147 (February 1994) |date=15 January 1994 |page=12}}</ref>
==Soundtrack Differences==
The most controversial fact about this game is that the US and Japanese versions feature two different soundtracks. Europe uses the Japanese soundtrack. The Japanese soundtrack was composed by [[Naofumi Hataya]], and featured songs by [[Keiko Utoku]]. The songs were entitled "Sonic - You Can Do Anything" (infamously nicknamed "Toot Toot Sonic Warrior" by Sonic fans) and "Cosmic Eternity - Believe In Yourself".
 
The game received critical acclaim.<ref name="egrev"/><ref name="segapro"/><ref name="egmbuyersguide1994"/> The presentation, visuals, and audio were praised. ''[[Computer and Video Games]]'' wrote that, although ''Sonic CD'' did not use the Sega CD's capabilities to its fullest, the graphics and sound were excellent, calling the music "from the likes of [[2Unlimited]] and [[Bizarre Inc]]".<ref name="cvg" /> ''[[Electronic Games]]'' said that the game looked similar to older games and used the Sega CD's special features minimally, but this did not detract from the quality. The music was singled out as making ''Sonic CD'' "stand above the crowd"; the reviewer wrote that it helped add richness.<ref name="egrev">{{cite magazine|last1=Camron|first1=Marc|date=December 1993|title=CD Gallery|url=https://retrocdn.net/index.php?title=File:ElectronicGames2_US_15.pdf&page=140|magazine=[[Electronic Games]]|volume=2|issue=3|page=140|access-date=December 19, 2017}}</ref> The reviewers of ''[[Electronic Gaming Monthly]]'' (''EGM'') praised the animated cinematics and sound, but noted [[frame rate]] drops during special stages.<ref name="egmrev">{{cite magazine|date=November 1992|title=Review Crew: Sonic CD|url=https://info.sonicretro.org/index.php?title=File:EGM_US_052.pdf&page=48|magazine=[[Electronic Gaming Monthly]]|volume=6|issue=11|page=48|access-date=December 19, 2017}}</ref> Retrospective opinions of the presentation have also been positive. ''[[IGN]]'' praised its vibrant colors and felt the game looked nice,<ref name="ignrev">{{cite web|url=https://www.ign.com/articles/2011/12/16/sonic-cd-review-2|title=Sonic CD Review|last1=DeVries|first1=Jack|date=December 15, 2011|website=[[IGN]]|url-status=live|archive-url=https://web.archive.org/web/20161104204644/http://www.ign.com/articles/2011/12/16/sonic-cd-review-2|archive-date=November 4, 2016|access-date=December 20, 2017}}</ref> and ''[[GamesRadar]]'' thought its music stood the test of time, writing: "What must've dated very quickly in the 1990s is somehow totally fresh today."<ref name="gradarrev">{{cite web|url=https://www.gamesradar.com/sonic-cd-review/|title=Sonic CD review|last1=Towell|first1=Justin|date=December 16, 2011|website=[[GamesRadar]]|url-status=live|archive-url=https://web.archive.org/web/20151117022057/https://www.gamesradar.com/sonic-cd-review/|archive-date=November 17, 2015|access-date=December 20, 2017}}</ref>
The US version was delayed a few months to have a new soundtrack composed by [[Spencer Nilsen]], who did other Sega CD soundtracks as well as some early [[Sega Saturn]] soundtracks. All the music (save for the Past tunes, which were in [[Pulse-code modulation|PCM audio]] rather than [[Red Book (audio CD standard)|Red Book CD Audio]]) was replaced, and new themes were composed. The new theme was "Sonic Boom", performed by Pastiche (Sandy Cressman, Jenny Meltzer and Becky West). Both the opening and ending had similar lyrics but different instrumentation. This is credited as the "Special Edition for North America" soundtrack.
 
Critics were divided over the change of soundtrack in the North American version. ''[[GameFan]]'', which had given the Japanese version of ''Sonic CD'' a score of 100%, lambasted the change.<ref>{{cite magazine|author1=Skid|author2=Sgt. Gamer|author3=K. Lee|author4=The Enquirer|title=Sonic CD - Sega CD - 1 Player|url=https://archive.org/details/GamefanVolume1Issue12/page/n21|magazine=[[GameFan]]|date=November 1993|page=22|access-date=January 1, 2020}}</ref><ref>{{cite magazine|author1=Skid|author2=Sgt. Gamer|author3=K. Lee|author4=Brody|title=Sonic CD Re-Review - Sega - Sega CD - 1 Player|url=https://archive.org/details/GamefanVolume2Issue02January1994ALT2/page/n17|magazine=GameFan|date=January 1994|page=18|access-date=January 1, 2020}}</ref> ''GameFan'' editor [[Dave Halverson]] called the change "an atrocity that remains the biggest injustice in localization history".<ref>{{cite web|url=https://www.gamesradar.com/17-videogame-soundtracks-ahead-of-their-time/2/|title=17 videogame soundtracks ahead of their time|last1=Elston|first1=Brett|date=April 28, 2009|website=[[GamesRadar]]|page=2|url-status=live|archive-url=https://web.archive.org/web/20190405125504/https://www.gamesradar.com/17-videogame-soundtracks-ahead-of-their-time/2/|archive-date=April 5, 2019|access-date=February 8, 2018}}</ref> The reviewer for ''GamesRadar'' said he shut his GameCube off in disgust when he realized ''Sonic Gems Collection'' used the American soundtrack.<ref name="gradarrev"/> Nilsen said the criticism was "blown out of proportion", as if they had "replaced the music for ''[[Star Wars (film)|Star Wars]]'' after the movie had been out for a while".<ref name="Byrd-2020" />
The intro and ending [[Full motion video|FMV]] sequences were slightly re-edited to fit in time with the respective music. Since then, every re-release of the game in the US (up to this point) exclusively has this soundtrack, including both the PC version and the one in ''[[Sonic Gems Collection]]'' (the latter having the Japanese soundtrack in Japan but with the slightly altered programming of the US version's) as well as in the special features section of ''[[Sonic Mega Collection]]''; apparently due to licensing issues, the Japanese soundtrack has never made it to the States. However, it has surfaced in ''Sonic Screensaver'' and ''Sonic Jam'', making it seem to be a faulty argument.
 
The gameplay was widely praised. ''EGM'' admired the diverse levels and felt the time travel added depth.<ref name="egmrev"/> ''Electronic Games'' wrote that ''Sonic CD'' played as well as previous ''Sonic'' games, and that the time travel—coupled with large levels rich with secrets and ''[[Super Mario Kart]]''-like special stages—added [[replay value|replayability]].<ref name="egrev"/> ''Sega Pro'' also noted the expanded environments and the replay value travel added by the time travel, writing that "the more you play ''Sonic CD'' the better it gets", but felt it was too easy.<ref name="segapro">{{cite magazine|date=November 1993|title=Sonic the Hedgehog CD|url=https://info.sonicretro.org/Review_-_Sonic_the_Hedgehog_CD_(Sega_Pro,_November_1993)|magazine=[[Sega Pro]]|type=Review|pages=38–40|access-date=February 8, 2018}}</ref> In its debut issue, ''Sega Magazine'' said ''Sonic CD'' was "potentially a classic".<ref name="segamag">{{cite magazine|title=Review: Sonic CD|magazine=Sega Magazine|date=January 1994|issue=1|url=https://retrocdn.net/images/1/19/SegaMagazine_UK_01.pdf}}</ref> ''[[GameSpot]]'' singled out the "interesting level design and the time-travelling gameplay" as a major selling point, saying it provided a unique take on the classic ''Sonic'' formula.<ref name="gspotrev">{{cite web|url=https://www.gamespot.com/reviews/sonic-cd-review/1900-6348147/|title=Sonic CD Review|last1=Kemps|first1=Heidi|date=January 3, 2012|website=GameSpot|access-date=February 8, 2018}}</ref>
This, rather infamously, caused the biggest JP/US version differentiation review clash ever when [[GameFan magazine]], who gave the Japanese version 100%, gave the game a less-than-flattering score for the US version and it was made clear that the score had been based on the US version's soundtrack alone, as rather than any changes in the gameplay.
 
Critics wrote that ''Sonic CD'' was one of the best Sega CD games. ''Electronic Games'' called it a must-have,<ref name="egrev"/> and ''Sega Pro'' said it was "brilliant", imaginative and worth more than its price.<ref name="segapro"/> ''[[Destructoid]]'' described it as "a hallmark of excellence", creative, strange, and exciting, and said that "to miss ''Sonic CD'' would be to miss some of the franchise's best".<ref name="destructoid">{{cite web|last1=North|first1=Dale|title=Review: Sonic CD|url=https://www.destructoid.com/review-sonic-cd-217985.phtml|website=Destructoid|date=December 15, 2011|access-date=February 9, 2018|archive-date=May 19, 2019|archive-url=https://web.archive.org/web/20190519105751/https://www.destructoid.com/review-sonic-cd-217985.phtml|url-status=dead}}</ref>
It is interesting to note, that the last development version of Sonic CD (after the Japanese release) which was ran on American NTSC systems, contained the Japanese soundtrack completely intact, indicating that at one point in localization, the soundtrack wasn't considered for revision. Alas, when came time to release the soundtracks were placed to their respected country's revision [http://www.sonic-cult.org/dispart.php?catid=6&gameid=3&subid=1&artid=1] [http://sost.emulationzone.org/sonic_cd712/whatis/index.htm].
 
Reception to later versions of ''Sonic CD'' varied. ''GameSpot'' considered the 1996 Windows version inferior, criticizing its technical performance and "tedious and monotonous" gameplay. The reviewer wrote that "those who have played ''Sonic'' on a Sega game system will find nothing new here" and that it was not worth its $50 price.<ref name="gspotwindows"/> Reviews of the version in ''Sonic Gems Collection'' were favorable. ''IGN'' remembered ''Sonic CD'' as one of the best things about the Sega CD and called it a standout for the compilation, and a major selling point.<ref name="igngems"/> ''Eurogamer'' wrote: "Rejoice for ''Sonic CD''... Just don't rejoice for anything else [in ''Sonic Gems Collection]'', because it's mostly rubbish."<ref>{{cite web|url=https://www.eurogamer.net/articles/r_sonicgems_gc|title=Sonic Gems Collection|last1=Bramwell|first1=Tom|date=October 6, 2005|website=[[Eurogamer]]|url-status=live|archive-url=https://web.archive.org/web/20180622012355/https://www.eurogamer.net/articles/r_sonicgems_gc|archive-date=June 22, 2018|access-date=February 8, 2018}}</ref> According to [[Metacritic]], the 2011 console version received "generally favorable reviews",<ref name="mcps3">{{cite web|title=Sonic CD for PlayStation 3 Reviews|url=https://www.metacritic.com/game/sonic-cd/critic-reviews/?platform=playstation-3|website=[[Metacritic]]|access-date=February 8, 2018}}</ref><ref name="mcx360">{{cite web|title=Sonic CD for Xbox 360 Reviews|url=https://www.metacritic.com/game/sonic-cd/critic-reviews/?platform=xbox-360|website=[[Metacritic]]|access-date=February 8, 2018}}</ref> while the iOS version received "universal acclaim".<ref name="mcios">{{cite web|url=https://www.metacritic.com/game/sonic-cd/critic-reviews/?platform=ios-iphoneipad |title=Sonic CD for iPhone/iPad Reviews |website=[[Metacritic]] |access-date=2016-08-25 |url-status=live |archive-url=https://web.archive.org/web/20160829170928/http://www.metacritic.com/game/ios/sonic-cd |archive-date=2016-08-29 }}</ref> ''Sonic CD'' is frequently named among the best ''Sonic'' games and platform games.<ref>{{cite web|url=https://www.gamesradar.com/best-sonic-games/3/|title=The best Sonic games of all time|author1=GamesRadar Staff|date=October 29, 2013|website=[[GamesRadar]]|page=3|url-status=live|archive-url=https://web.archive.org/web/20170322124406/https://www.gamesradar.com/best-sonic-games/3/|archive-date=March 22, 2017|access-date=February 8, 2018}}</ref><ref>{{cite web|url=https://www.usgamer.net/articles/gotta-go-fast-ranking-all-of-the-sonic-the-hedgehog-games|title=Gotta Go Fast: Ranking All of The Sonic The Hedgehog Games|author1=USgamer Team|date=August 8, 2017|website=[[USgamer]]|url-status=live|archive-url=https://web.archive.org/web/20170821165925/https://www.usgamer.net/articles/gotta-go-fast-ranking-all-of-the-sonic-the-hedgehog-games|archive-date=August 21, 2017|access-date=February 5, 2018}}</ref><ref>{{Cite web|url=https://www.gamesradar.com/why-sonic-cd-one-greatest-games-all-time/|title=Why Sonic CD is one of the greatest games ever made|last=Towell|first=Justin|date=2013-02-06|work=[[GamesRadar]]|url-status=live|archive-url=https://web.archive.org/web/20170517072538/http://www.gamesradar.com/why-sonic-cd-one-greatest-games-all-time/|archive-date=2017-05-17|access-date=2017-04-15}}</ref><ref>{{cite magazine|last=Noble |first= McKinley| archive-url=https://web.archive.org/web/20100128020812/http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3 |url=http://www.gamepro.com/article/features/210106/the-20-best-platformers-1989-to-2009-page-3|title=The 20 Best Platformers: 1989 to 2009|magazine=[[GamePro]]|archive-date=January 28, 2010 }}</ref><ref>{{cite web|url=http://www.metacritic.com/feature/best-iphone-ipad-games-of-2011 |title=25 Best iPhone and iPad Games of 2011 |date=December 31, 2011 |website=Metacritic |access-date=January 9, 2013 |url-status=live |archive-url=https://web.archive.org/web/20121227104234/http://www.metacritic.com/feature/best-iphone-ipad-games-of-2011 |archive-date=2012-12-27 }}</ref> In 1997, ''EGM'' named it the 17th best console game of all time, citing the bonus levels and animated intro.<ref>{{cite magazine |title=100 Best Games of All Time |magazine=[[Electronic Gaming Monthly]]|issue=100 |publisher=[[Ziff Davis]] |date=November 1997|page=148}} Note: Contrary to the title, the intro to the article (on page 100) explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.</ref>
==Ports==
Sonic CD was ported to [[Personal Computer|PC CD-ROM]] in [[1996]], marking Sonic's debut on the PC under the '''Sega PC''' brand. This version was released in Japan on [[August 9]], [[1996]], in North America in [[August 26]], [[1996]], and in Europe in [[October 3]], [[1996]]. Among the most noteworthy changes of this version was the fact that the entire [[full motion video|FMV]] [[animated]] intro and ending sequence is available for this version. The Mega-CD version only had a truncated version of the intro and ending sequence. The Japanese version of the game had its manual translated from the US version, and all versions had the US soundtrack, with the "Past" tunes converted to normal CD tracks.
 
==Legacy==
Due to the design of [[Microsoft DirectX]] in Windows NT-based machines (namely, [[Windows NT]], [[Windows 2000]], and [[Windows XP]]), the installation program for the game can crash. While this can be worked around (usually by using compatibility modes in Windows XP, which rarely works on Sonic CD's installer), the program will still not execute. Using a [http://s-o.homepage.t-online.de/soniccdfix.html third-party patch] written by a member of the Sonic community, Sonic CD will run on the latest versions of Windows.
The story of ''Sonic CD'' was adapted in the twenty-fifth issue of [[Archie Comics]]' [[Sonic the Hedgehog (Archie Comics)|''Sonic the Hedgehog'' comic book]] series. The adaptation featured some changes to the story, such as Tails being an important character and Metal Sonic having the ability to talk.<ref>{{cite book|url=https://books.google.com/books?id=TcdDBPG-39YC&q=Sonic+CD&pg=PT24|title=Sonic: The Games - Classic|last1=Flynn|first1=Ian|last2=Penders|first2=Ken|last3=Gallagher|first3=Mike|last4=Kanterovich|first4=Mike|publisher=[[Archie Comics]]|isbn=978-1619883437|date=July 18, 2012|access-date=11 February 2018|via=Google Books}}</ref> British publisher [[Fleetway Publications]] published their own adaptation in ''[[Sonic the Comic]]''.<ref>{{cite magazine|date=2009|title=Paper with Attitude|magazine=[[GamesTM]]}}</ref> The final issue of Archie's comic, #290 (December 2016), also featured a retelling of the game's story.<ref>{{cite web|url=https://comicsalliance.com/sonic-the-hedgehog-290-preview/|title=Meet Amy Rose For The First Time (Again) In 'Sonic the Hedgehog' #290 [Preview]|last1=Sims|first1=Chris|date=December 27, 2016|website=ComicsAlliance|url-status=live|archive-url=https://web.archive.org/web/20170517104725/http://comicsalliance.com/sonic-the-hedgehog-290-preview/|archive-date=May 17, 2017|access-date=April 16, 2017}}</ref>
 
Two characters introduced in ''Sonic CD'', Amy Rose and Metal Sonic, became recurring characters in the ''Sonic'' series. Metal Sonic appeared as an antagonist in ''[[Knuckles' Chaotix]]'' (1995), the [[Sonic the Hedgehog (OVA)|''Sonic the Hedgehog'']] anime film (1996),<ref>{{cite magazine|date=March 1995|title=Chaos Over Knuckles|url=https://archive.org/stream/mean-machines-sega-magazine-29#page/n7/mode/2up|magazine=[[Mean Machines Sega]]|issue=29|page=08|access-date=October 12, 2019}}</ref> ''[[Sonic Heroes]]'' (2003),<ref>{{cite video game|title=Sonic Heroes|date=December 30, 2003|developer=Sonic Team USA|publisher=Sega|level=Metal Overlord}}</ref> ''[[Sonic the Hedgehog 4: Episode II]]'' (2012)<ref>{{cite web|url=https://www.engadget.com/2012/04/10/sonic-4-episode-2-locks-on-to-episode-1-to-add-metal-sonic/|title=Sonic 4 Episode 2 'locks on' to Episode 1 to add Metal Sonic|last1=Fletcher|first1=JC|date=April 10, 2012|website=[[Engadget]]|url-status=live|archive-url=https://web.archive.org/web/20181016032528/https://www.engadget.com/2012/04/10/sonic-4-episode-2-locks-on-to-episode-1-to-add-metal-sonic/|archive-date=October 16, 2018|access-date=February 10, 2018}}</ref> and ''[[Sonic Mania]]'' (2017). Amy Rose most notably appears in ''[[Sonic Adventure]]''.<ref>{{cite web|url=https://www.ign.com/articles/2010/09/23/sonic-adventure-review|title=Sonic Adventure Review|last=Gies|first=Arthur|date=September 23, 2010|website=[[IGN]]|url-status=live|archive-url=https://web.archive.org/web/20130306201121/http://www.ign.com/articles/2010/09/23/sonic-adventure-review|archive-date=March 6, 2013|access-date=April 20, 2013}}</ref> The ''Sonic CD'' animated sequences were included as bonuses in the compilations ''[[Sonic Jam]]'' (1997) and ''[[Sonic Mega Collection]]'' (2002), and "Sonic Boom" was used as one of Sonic's themes in ''[[Super Smash Bros. Brawl]]'' (2008).<ref name="nilsen">{{cite web |last1=Horowitz |first1=Ken |date=December 9, 2008 |title=Interview: Spencer Nilsen (Composer) |url=https://www.sega-16.com/2008/12/interview-spencer-nilsen/ |url-status=live |archive-url=https://web.archive.org/web/20180512085155/https://www.sega-16.com/2008/12/interview-spencer-nilsen/ |archive-date=May 12, 2018 |access-date=June 28, 2017 |website=Sega-16}}</ref><ref>{{cite web|url=https://www.smashbros.com/wii/en_us/music/music24_list.html|title=Full Song List with Secret Songs - Smash Bros. DOJO!!|access-date=January 3, 2021|via=smashbros.com}}</ref>
While the DirectX version of Sonic CD for PC is the most common and the best-selling initial commercial game for Windows 95, it is not the first version of Sonic CD for PC. The original version of Sonic CD for PC was powered using Dino libraries, an Intel-developed precursor to DirectX. This version of Sonic CD was never individually sold at retail, it was only sold with Packard Bell computers as a pre-installed game, and sold as double-paks along with other PC Sonic games. Upon the release of DirectX 3, Sega ported the Dino dependencies to DirectX calls and released Sonic CD in its DirectX form.
 
In 2011, Sega released ''[[Sonic Generations]]'' in celebration of the franchise's 20th anniversary, which includes a remake of the boss battle against Metal Sonic.<ref>{{cite magazine|url=https://www.gameinformer.com/b/news/archive/2011/07/13/metal-sonic-charges-into-sonic-generations.aspx|title=Metal Sonic Charges Into Sonic Generations|last=Thomas|first=Kurt|date=July 13, 2011|magazine=[[Game Informer]]|url-status=live|archive-url=https://web.archive.org/web/20110913230944/http://www.gameinformer.com/b/news/archive/2011/07/13/metal-sonic-charges-into-sonic-generations.aspx|archive-date=September 13, 2011|access-date=November 23, 2011}}</ref> ''Sonic Mania'', produced for the series' twenty-fifth anniversary, features updated versions of ''Sonic CD''{{'}}s Stardust Speedway and Metallic Madness levels, including a boss battle against Metal Sonic.<ref>{{cite web|url=https://www.ign.com/articles/2017/08/14/sonic-mania-review|title=Sonic Mania Review|last=Kemps|first=Heidi|date=August 14, 2017|website=[[IGN]]|url-status=live|archive-url=https://web.archive.org/web/20170815001145/http://www.ign.com/articles/2017/08/14/sonic-mania-review|archive-date=August 15, 2017|access-date=August 14, 2017}}</ref><ref>{{cite web|url=https://www.gamespot.com/videos/sonic-mania-metallic-madness-zone-act-1-gameplay/2300-6440369/|title=Sonic Mania Metallic Madness Zone Act 1 - Gameplay|last1=Sampson|first1=Aaron|date=August 14, 2017|website=[[GameSpot]]|access-date=February 8, 2018}}</ref><ref>{{cite web|url=https://www.ign.com/videos/2017/08/16/sonic-mania-fighting-metal-sonic|title=Sonic Mania - Fighting Metal Sonic|date=August 16, 2017|website=[[IGN]]|access-date=February 8, 2018}}</ref>
In addition to the PC port, ''Sonic CD'' is part of the [[Nintendo GameCube]] (and, in Japan and Europe, [[PlayStation 2]]) compilation ''[[Sonic Gems Collection]]''. This version is, in turn, ported from the PC version with some enhancements regarding the game's framerate and action speed (with no framerate slow-down). This is likely because to emulate the Mega-CD original, Sega would have to emulate both the Mega Drive/Genesis processors in addition to the new processors for the Mega-CD&mdash;which might have been difficult, if not impossible for GameCube and PlayStation 2 hardware to do at full speed. As a result of the PC port, ''Sonic CD'' on ''Sonic Gems Collection'' features audio converted from 11 [[kHz]] [[WAV]] for all its sound effects (which is noticably lower quality than the other games included), as well as the high-color versions of the intro and ending videos; however, it also is missing certain effects present in both the Mega-CD and PC version, such as transparent water in Tidal Tempest Zone, or fades of any sort. There are other mistakes as well, such as the background of Stardust Speedway's Bad Future containing static lightning in reverse, and the sound effects not registering properly for the Stardust Speedway boss. The soundtrack in this version depends on the region, though European versions of the game contain the American soundtrack (unlike previous European releases which featured the Japanese soundtrack).
 
[[Sonic the Hedgehog 4 (film)|''Sonic the Hedgehog 4'']] (2027) is set to be a film adaptation of ''Sonic CD''<nowiki/>'s main plot.<ref>{{Cite web |author1=Bradley Russell |date=2025-01-21 |title=New Sonic 3 concept art may have spoiled what Metal Sonic will get up to next in Sonic 4 – and it could involve Eggman and time travel |url=https://www.gamesradar.com/entertainment/live-action-movies/new-sonic-3-concept-art-may-have-spoiled-what-metal-sonic-will-get-up-to-next-in-sonic-4-and-it-could-involve-eggman-and-time-travel/ |access-date=2025-03-23 |website=gamesradar |language=en}}</ref>
== Trivia==
 
[[Image:scdtails.gif|thumb|right|Tails in ''Sonic CD''.]]
== Notes ==
*The animated short that introduces the [[Mega-CD]] version of ''Sonic CD'' is substantially shorter than the intro in the [[Personal Computer|PC]] and [[Gamecube]] ports, as well as the [[Sega Saturn]] [[Sonic Jam]] video. The uncut intro shows more of Sonic running through the landscape and over a lake. Strangely, a very small cut (about 2 seconds of footage) of the mountainside that [[Dr. Robotnik]] uses to tether the little planet down, which has a massive carving of Robotnik's face on it, is missing from the uncut intros but present in the Mega-CD version. There are also a few short segments missing from the ending [[Full motion video|FMV]] of the Mega-CD version that were restored in the later ports.
{{Notelist|group=lower-alpha}}
*When accessing the debug mode of ''Sonic CD'', a secret picture of [[Miles "Tails" Prower|Tails]] appears.
 
*In addition to the change of soundtrack the U.S. version also replaced Amy Rose's name in the manual with that of [[Princess Sally]] to garner support for the television show, despite the fact that the Princess Sally character was already established as a completely different looking and separate character (this was fixed in the PC version instruction manual).
== References ==
*This was the first Sonic game to include [[centisecond]]s in the time as opposed to just [[minute]]s and [[second]]s (another game was ''[[Sega 32X]]'''s ''[[Knuckles' Chaotix|Chaotix]]'', as well as all of the Competition Race stages in [[Sonic the Hedgehog 3]]).
{{Reflist|colwidth=30em}}
*Loading the game CD into a regular CD player will enable one to hear the game's music.
*Issue #25 of the Archie comic book features a cover story loosely based on ''Sonic CD''.
 
== External links ==
*[http://www.sega.com/games/sonic-cd-2011/ Official website] {{Webarchive|url=https://web.archive.org/web/20111004152438/http://www.sega.com/games/sonic-cd-2011 |date=October 4, 2011 }}
*{{moby game|id=/sonic-cd|name=''Sonic CD''}}
*[httphttps://www.theghzmobygames.com/game/sonic/-cd/sonic_cd.html ''Sonic CD''] page at [http://www.theghz.com/ The GHZ[MobyGames]] - contains info, screenshots and a basic walkthrough.
*[http://www.gamefaqs.com/console/segacd/game/587997.html Sonic CD on GameFaqs] - info, walkthrough, reader reviews.
*[http://www.ukresistance.co.uk/2005/05/sonic-cd-our-gift-to-google-image.html Sonic CD on UK:Resistance] - info, review and screenshots.
 
{{Sonic gamesthe Hedgehog|state=expanded}}
{{Sonic Team}}
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