Why don’t you play Sonic CD?

Playing through the Sonic the Hedgehog series in order creates a warm feeling that’s hard to put into words. This is what happened to me as I played through the Sega CD exclusive, after finishing the first two entries on the Mega Drive. Of course, Sonic’s first two 16-bit adventures were ahead of their time and aged well. Yet, Sonic CD feels different by comparison. First of all, Sonic CD was released for an underrated platform. Secondly, the game is filled with unique concepts and mechanics. These elements make it worth revisiting almost 30 years later. Let’s break down why platformer fans should take another look at Sonic CD.

Note: We’ll call the Sonic the Hedgehog series, Sonic for short.

If we compare the Sonic series to Burnout, then Sonic CD can function as the Burnout Paradise of the genre. Obviously, it’s in the character’s nature to feel speedy but what makes Sonic CD unique in comparison to the first two games is there are greater chances to see more boost-elements. Springs are almost everywhere, sometimes disguised as electronic floors, sometimes as pinball flippers. This creates a greater feeling of speed than the first two games since the areas are large enough to see new elements in each level, which is perfect for additional playthroughs. The reason why I feel that this is similar to Burnout Paradise is because Sonic CD utilizes large areas with connected sections, pushing the player in new directions to explore hidden elements; no matter how much time is spent playing, there are new elements to see and sections to learn.

Of course, there are also pinball design concepts to be found to boost the game’s pacing and create variety. Springs and flippers are sprinkled throughout the stages, Sonic 1 had pinball-style special stages, and Sonic 2’s Casino Night Zone solidified that connection; clearly the development team loved pinball and how Sonic fit into those design ideas and this was expanded from a special stage to a whole level concept, to a core gameplay element in Sonic CD.

Introduction of pinball elements, as a considerable part of Sonic 1.

Now there is a stage based on the concept in Sonic 2, making it one of the best levels ever of retro gaming.

Boost-element-filled areas keep the player moving and Sonic CD is full of these moments.

Using pinball elements as an opportunity to implement unusual-but-fun ideas; Sonic is sent to the air like a ball to destroy some blocks above its head, like the balls shot in Arkanoid.

Levels feature connected sections, boost elements are everywhere, and the features used in the game push the player forward with the subtle placement of these elements. Maybe this meme can do justice to this fact. The pinball-themed identity of the series helped Sonic CD to create bridges in the gameplay to fill the gaps that used to be in the previous titles. Now there is no way to escape from springs, no moment without any pinball elements, and therefore no fewer slow platforming sections. Maybe this is the reason the game punishes the player for not moving for 3 minutes, to let the player know there’s no reason to stay in the same position! However, what they did to Spin Dash in Sonic CD is unforgivable, but in the 2011 remastered version, the move returns just like in Sonic 2. Also thankfully, exploring underwater in Sonic CD is not the ultimate gamer hell, which is a big surprise for those who ended up quitting Sonic 1!

A time travel mechanic is the central idea that Sonic CD revolves around; players can travel through time and see results in the level based on what they did. The soundtrack changes (with some controversy), platforms rearrange, and the design layout is altered. What gives the game a greater sense of identity is a connected chain of actions and reactions based on player involvement. Going to the future is pointless since you’ll face a bad future; a good future only appears when sources of evil are eradicated in the past. Isn’t this an impressive layer for the time? Better yet, this still remains impressive for the genre!  

Being able to save the future by altering the past gives the game a high replay value, enough to be played multiple times through even for fans returning to the game or newcomers who missed such a gem. The theme of time is so deep that even secrets involve time; there’s an easy-to-pull off easter egg where after 3 minutes of idle time, Sonic will jump off the edge of the stage and shout, “I’m outta here!” I’ve never seen such connectivity in a product, at least one from the 90s. To simplify things a bit, everything in Sonic CD refers to two notions: time is the main element and the gameplay is a magical mix of speed and variety.

When speed and variety are combined together, using time as an important element, Sonic CD appears.

Those who simply must have the Spin Dash should look for the 2011 version, which is more widely available. Both of the game’s soundtracks are included, giving players the option to switch between them. The new port also features extra content, which is perfect for fans, but it seems like so many have forgotten about this gem. It’s so ignored that there is a discrepancy of information between these two sources. The Sonic Fandom page and the game’s Wikipedia page have conflicting information! Truly it is the game’s community that keeps it alive. There’s so much more to Sonic CD than a hidden Batman parody and creepy imagery! It’s a treasure trove of design lessons! To me, Sonic CD never gets old. 

If you get a chance to play Sonic CD, just realize how easily a game can be forgotten. Sadly, was an amazing game for the time. It was just released on an underrated platform, a story that was far too common for Sega games and systems.

Sina Hosseini

A man who loves obscure games and his desire to play retro titles doesn't let him think about overrated games. He loves everything from the 80s and 90s, even though he was born in 1997. His major writing so far includes translating the Metal Gear story into Farsi (his native language), his only existing portfolio.

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