I have a controversial statement to make: I never really “got” Sonic CD. Oh, sure, I knew how to play the game, and I certainly didn’t hate it, but it never really seemed to click with me in the same way it did with everyone else. Yeah, Sonic CD probably has the strongest art direction in the Sonic
franchise, and regardless of whether you prefer the original Japanese
soundtrack or the alternate North American one, the music is absolutely
wonderful. But where Sonic CD always stumbled, for me, was in
the meat-and-potatoes of gameplay. Level design was an over-complicated
mess and the controls were nowhere near as smooth as they were in its
more-accessible Sega Genesis brethren. And while the concept of time
travel is an amazing gimmick and completely defines the game, it also
slows the pace down to a crawl by forcing you to spend upwards of 8 or 9
minutes in a single haystack trying to find the ever elusive needle
(the robot teleporter responsible for a “bad future”). While the rest of
the world was celebrating Sonic CD as “the best Sonic game ever made”, I was left simply scratching my head.

The unfortunate part in all of this is that, well, it’s still Sonic CD. While the game is totally playable as any other level-by-level Sonic game, that would be completely ignoring the game’s central mechanic: time travel. By traveling back to a past before Dr. Eggman conquered the planet, Sonic can permanently alter the course of history in order to create a “good future” – a timeline devoid of the evil doctor’s influence. Creating a “good future” in every level is an absolute requirement for clearing the game properly, but doing so can be an exercise in frustration. It’s a lot of wasted time to set up and execute what sounds all too simple on paper: finding a sign post to charge Sonic with time travel energy, finding enough space to get up and maintain a specific level of speed, and then finding and destroying the robot teleporter responsible for polluting the future. That last step in and of itself is quite the task, as Sonic CD‘s levels are perhaps some of the most open, non-linear stages in the entire 16-bit era of this franchise. They’re also some of the meanest; continuing where the high level of difficulty in the original Sonic the Hedgehog left off in 1991, stages in Sonic CD are thicker with enemies and other hazards compared to most other games in the franchise. It would seemingly appear that all of the annoying level design trends experienced in the Sonic Advance and Sonic Rush games were actually secretly adapted from Sonic CD, which has no qualms presenting you with a spring that will launch directly in to a bed of spikes hidden off screen, or outright punishing you for running a little too fast without knowing what’s ahead. An entire, separate review could be devoted to what an aggravating level Wacky Workbench is, as it is packed to the gills with enemies that are difficult to avoid until they’ve already hurt you and gimmicks that are specifically made to send you hurtling in the wrong direction – not even the magic of Whitehead’s “Retro Engine” can save you from its horror.

(This review was originally written for TSSZnews.com and was published there on December 17th, 2011)