![]() ![]() The Japanese and European soundtrack, composed by Naofumi Hataya and Masafumi Ogata, takes inspiration from the contemporary House Music and New Jack Swing genres, and makes heavy usage of sampling as a result. The Spin Dash operates very differently than in subsequent games, again because it was developed in parallel with Sonic 2 it has to be "revved up" for a second before you can go.Ī notable aspect of Sonic CD is its soundtracks. Sonic has two new moves: the Spin Dash - a move carried over from Sonic 2 that lets Sonic use his trademark Rolling Attack without running first - and the "Super Peel Out", a technique which sends him blasting off at even higher speeds, but leaves him vulnerable while revving up. The bosses are quite different from those in the first two games: the difficulty comes not from fighting the boss, but figuring out how to harm it. The third Zone of each Round is a boss stage, and takes place in the future you created. There is no further need to travel in time, as this will also destroy all of the transporters in the game. You can also optionally destroy Metal Sonic holograms to bring back the local fauna in each Zone.Īlternatively, you can go to the Special Stages to collect Time Stones grabbing them all automatically gives every Zone a good future. However, by destroying Eggman's robot teleporters in the past, the future automatically becomes good: all advances in technology will be working to the environment's benefit, and the robots in all three time periods are destroyed (mostly some will remain in the present). ![]() You'll want to avoid those if possible - it's possible to hit a Future sign and get sent there by accident! By default, the future is always bad: a neglected, decaying ruin left behind after Eggman has conquered and exploited the Zone. If you hit one of those signs, you'll have a brief window of time to gain enough speed to hurtle Sonic into either the past or the future. The gimmick of the game is time travel, by which you can save Little Planet's future: each Round on Little Planet has three Zones, the first two of which have strategically-placed "Past" and "Future" signs. It's up to Sonic to save Amy, the future of Little Planet, and the entire timeline. ![]() Meanwhile, Amy Rose - who predicted that Sonic would be arriving at Never Lake by reading Tarot cards - tags along and gets kidnapped by Sonic's robotic doppelgänger, Metal Sonic. The scientist seeks to halt Little Planet's orbit and use the Time Stones to rule over time itself. To witness this phenomenon, Sonic journeys to Never Lake, but is shocked to find Little Planet encased in a metallic shell and chained to a mountain - one carved with the distinct face of Dr. Little Planet is the home of seven miraculous Time Stones that have been reported to cause wonders, such as preserving the natural world from the passage of time. The animated opening and ending sequences were done by Studio Junio and Toei Animation.įor one month out of the entire year, Little Planet - a tiny planet with an unusual orbit - appears over Never Lake. This game introduced two Breakout Characters: Sonic's pink fangirl Amy Rose, and his definitive Evil Knockoff Metal Sonic. While it was released after Sonic the Hedgehog 2, the games were developed in tandem, and as a result, have some notable differences between them the Compilation Rerelease Sonic Origins would later definitively confirm that CD takes place before Sonic 2, helping explain at least a few of the discrepancies. ![]() Sonic the Hedgehog CD (also known as Sonic CD) is a Sonic the Hedgehog game released for the Sega CD in 1993 as a direct sequel to the original 1991 game. Words taken from the Japanese cover of Sonic CD. ![]()
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