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Found 2 results

  1. This is as obscure as video games get. Just click on stuff, and watch the unbridled madness unfold....
  2. In 1991, Nintendo released their answer to the Sega Genesis taking over the market - The Super Nintendo Entertainment System. The Super Nintendo, while having slower speeds, had better hardware for the most part. And to answer that, Sega developed a CD add-on, that while having the same power of the Genesis, had a disc drive, which allowed for cheaper games and more space. And to get people interested in the system, they developed a game with the blue hedgehog, originally intended to be a sequel to the original, but was later pushed to after Sonic 2's release. And with that, we got Sonic CD. Did they do good, or was it poor compared to the first 2 games? Let's find out! This review comes from the opinions of the poster himself. This does not reflect the opinions of the rest of the gaming community. Plot: Sonic arrives to Never Lake, where "Little Planet" appears at the end of the month, but finds Little Planet attached by a chain to a mountain, and mechanized, where he finds out this is the work of Robotnik/Eggman. He also discovers Robotnik/Eggman made a robot called "Metal Sonic" to kidnap Amy Rose, who followed Sonic to the planet. With this, Sonic must go through the Past, Present and Future, gain all the time stones and rescue Amy Rose to restore peace to Little Planet. I'm just going to comment one thing about the plot. In the original manual in the United States (read it via the Sonic Gems Collection), apparently they stated the damsel in distress was Sally Acorn from the Sonic SatAM series. I don't really understand how they screwed that up considering they look nothing alike. Going onto the game itself, it plays similar to the first and second games. Going fast, getting rings, spin dash, all your basic stuff you'd see in Sonic 1 and 2. But again, there's a few changes. First of all, the spin dash works slightly different from Sonic 2. You do the same button combination, but you have to wait for the sound byte to play all the way through and then let go for the speed boost, otherwise it won't work. Don't get why they changed that, especially since whenever I play the original version via emulation or the version on Gems Collection, it seriously throws me off. There is, however, a new maneuver called the Super Peel Out. This time, you hold up and one of the buttons, which gives Sonic a boost, and it's even faster than the spin dash, although you can't kill enemies with it. I rarely even use it considering it's rather pointless most of the time besides for being slightly faster so.. yeah. I'm not sure this was seen in any other Sonic games besides for a couple Game Gear games, so I guess you shouldn't get used to it! But one of the most infamous aspects of the game is the time travelling. If you hit a post that either says "Past" or "Future" on it and you run at a constant speed for a certain amount of time, you either go to the Past or Future as indicated by the signs. Always found it kind of interesting personally. The point of these is to go to the past, and try to find a Metal Sonic hologram and a enemy generator, and if you do these, you set a good future for the stage, which is indicated by the visual aspect, the music and a little line at the end of the level "ey you got a good future congrats." If you set a good future for all the stages, you get the good ending of the game.. although there is a different method to doing that. Like in Sonic 1 and 2, there are special stages yet it reverts to the original game where you get 50 rings and jump into a giant ring. If you successfully complete a special stage, you obtain a time stone, and if you collect them all, you get the good ending.. but there's no super sonic sorry. I personally prefer the first method though, just because I like having that exploration in the game, plus I feel the first method has more replay value. In this game, there are 7 zone- I mean, rounds. Don't get why they changed the name but whatever. Palmtree Panic - An even more colorful Green Hill Zone. Enough said. Collision Chaos - Imagine Spring Yard Zone or Casino Night Zone except more things bouncing you everywhere. Tidal Tempest - It's like Labyrinth Zone except so.. calm. I like it! Quartz Quandrat - WOO SO INDUSTRIAL Wacky Workbench - oh god so much bouncy bouncy Stardust Speedway - >mfw after playing this level (ew why'd I use a clip from boast busters) Metallic Madness - nice base you got here robtnik Don't have too much to say about these zo- I mean, rounds. Besides for Stardust Speedway, they don't really stand out much like the first 2 games. A common complaint with this game is that the level design is rather annoying, often having bouncers or trampolines or whatever everywhere. And while I can see this in a couple levels, I really don't mind it for the most part. It kind of makes the game fun for me, plus the levels do feel pretty fast at points, even though Sonic does run at a slower pace than in Sonic 2. Plus, like the first 2 games, it still has that "multipath" thing I like. The bosses, on the other hand, haven't really been improved. I mean, the Metal Sonic is still one of the best moments of the game, but otherwise, the Robotnik/Eggman bosses are either annoying or too easy. So, yeah, nothing much to say there. One of the best things about the game, hands down, is the music. Besides for the "past" themes, there are two different soundtracks to the game, one for the US and one for Japan and Europe. The US soundtrack tends to focus on more "rock" tunes and the Japan and Europe soundtrack tends to have remixes of tunes found in the Game Gear/Master System version of Sonic 2. But, personally, I think they're both just as good. They really show off the CD-quality capabilities of the Sega CD. Some tunes I personally prefer in the US, like Wacky Workbench Present and Sonic Boom, and some tunes I prefer in the Japan/Europe version, like Stardust Speedway: Bad Future and the Special Stages. Although, as for the US version.. the Game Over and Boss themes sound pretty creepy. Guess they really wanted to give the impression of you losing and Robotnik's appearance so they figured "ey let's you themes that are 2spooky4me" and they added them in. That aside, both the soundtracks sound good, and both of 'em are probably 2 of my favorite soundtracks out of the Sonic franchise. The graphics do look good again. They look more colorful and flashy to me, and again show off the capabilities of the Sega CD. I also should mention some Easter Eggs in the game, just for fun. If you leave the game idle without pausing for 3 minutes, Sonic says "I'm outta here!" and jumps out of the screen. Because why not. There are also some hidden images that can be found via sound test. You can go look them up cuz I'm lazy, but they are.. Other Ports: Steam/XBLA/PSN/iOS/WinPhone/Android - This version was released in 2011 on the platforms mentioned. And, I honestly have to say, if you're going to get this game.. get this version. I have the Steam version, and this definitely improves on the game. It goes back to the original spin dash mechanics like in Sonic 2, Tails is unlockable, you can use both the soundtracks, and the game was restored in HD, and it looks really good in widescreen and 60FPS. It may just be me, but I feel this version feels a bit smoother than the previous versions. Oh, and there's another hidden image. Overall Opinions: One of my favorites out of the series, especially the 2011 version. Yeah, some levels get pretty annoying with them bouncing you everywhere, but still, I think Sonic CD is rather fun to play, and really showed off the Sega CD's capabilities for the time. Sadly, most of that was used for mediocre FMV games. ;_; Friday Game Review: Sonic 3 & Knuckles (Sega Genesis, 1994) Sunday Television: 90s cartoons vs 2010s cartoons Next MLP Episode: Rarity Investigates! (S5E15)