![]() ![]() ![]() Game archivist collectives The Hidden Palace and The Cutting Room Floor have been delivering a plethora of unseen prototypes from several classic Sonic games, including the earliest-known prototypes of Sonic the Hedgehog CD, early builds of the 8-bit game Sonic Chaos and yet more of the seemingly endless well of prototypes that exist for Sonic the Hedgehog 2, in a collaborative initiative dubbed "Sonic Month 2019", and their final release of the month is perhaps the most exciting: a pre-release version of Sonic the Hedgehog 3 that paints a fascinating picture of the game's frenzied development and overturns long-held theories about some of its music. There's different ways to experience the game.Īlso I never knew Sonic is sneezing here in the opening animation video.Sonic the Hedgehog fanatics have had much to be excited about over the last few weeks. Even if you play straight through Sonic CD, you can also get the good ending collecting all the Time Stones. Later on, you're allowed to zip around and go fast in Stardust Speedway, but at that point, you know you still have to explore doing so to find the generators. Collision Chaos goes further with this eliminating long stretches to run in and puts springs and bumpers fucking everywhere (with the JP/EU soundtrack slapping so hard). I attribute the weird level designs to their themes, for example: Palmtree Panic is naturally open and has lots of room and ramps to go fast, but its also the first zone with levels that teach you that you need to slow down, explore and jump, and destroy the robot generators to ensure a Good Future. The whole going fast and momentum-based gameplay is what makes Sonic 1, 2, and 3&K so good, so Ooshima basically took Naka's gameplay into his own hands. Ooshima isn't a game programmer or seem to have any sort of coding skills Yuji Naka is responsible for that. Sonic CD is weird because of its level designs. Since he designed and drew Sonic, I feel that CD is the ultimate aesthetic vision of what Sonic is and represents: from the colors and graphics of the zones down to the music and Sonic's attitude in his sprites and the opening/ending scenes. The coolest thing to me about it is that it was directed by Naoto Ooshima. ![]() It's a solid mainline game I find to be an improvement on Sonic 1 alone where I prefer the former. In a forum about a game that can be tweaked to address issues rather than just dealing with it, I'd love to hear you guys' thoughts on Sonic CD! Looking around on the internet however, this game has surprisingly proven to be divisive among so many people, even around my friends. The intro and ending FMVs are fucking amazing. While I do have my gripes with the game, it's still one of my favourites after all these years. I have had lots of fun exploring many of these stages and speeding across the lands after I'm done (except Wacky Workbench), and the music, gameplay, and visuals are rather DAMN good for the early 90's period of Sonic. Unlike any of the main Sonic games, Sonic CD is more or less a exploration-based platformer where it's searching first, speeding second. ![]() Originally one of the most overlooked Sonic games due to its infamous unavailability outside of ancient PCs and two tempermental consoles until Taxman and Stealth saved the day, this game has been one of my favourites in the early 90s period of Sonic for just how out-there and unique it is compared to the rest of the Sonic games during 1991 - 1995. BACKSTORY: Since the last time anyone tried making a thread ended with one of the dumbest reasons and justifications ever, I feel that after almost 28 years this little curiosity in Sonic's line of games deserves some needed discussion rather than be shut down.ĪH YES, Sonic CD. ![]()
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