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Sonic the Hedgehog CD (2011)/Changes from the Sega CD Version

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This is a sub-page of Sonic the Hedgehog CD (2011).

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
Some screenshots and videos showing the differences wouldn't harm this page.

This version has numerous improvements and changes when compared to the Sega CD original.

Gameplay Differences

Sonic

  • The camera behavior has been changed to how it works in Sonic 1 / Sonic 2 / Sonic 3 & Knuckles, instead of the original where running faster would cause the camera to move depending on the direction.
  • The ground and air speed caps were removed in this version, meaning Sonic no longer slows down when accelerating using the Super Peel-Out, which was the case in the original.
  • Sonic kicks up dust clouds when he skids, as he does in Sonic the Hedgehog 2 and future games.
  • Changing the Spin Dash mode also changes another aspect of the game. With the Original mode chosen, the screen pulls further ahead of Sonic when going fast or charging a dash move, as in the original Sega CD/Mega-CD game. With Genesis mode chosen, the camera stays centered on him like in the Mega Drive games.
    • The default setting is Genesis mode.
  • The time traveling cutscene is actually a bit longer. Some objects that activated warping in the original Sega CD game do not do so in the remake.
    • In the mobile releases, the time travel animation was shortened from 220 frames to 204.

Tails

  • Tails has his moveset from Sonic the Hedgehog 3, allowing him to fly to get to areas that Sonic cannot normally access without the use of time travel.
    • Tails cannot use the Super Peel-Out.
  • The opening cutscene has been disabled.
  • Rather than a voice clip being used after getting a 1-Up, the Time Stone / Badnik Teleporter sound effect is used instead. This change is also applied in the Origins version for all characters in any mode (including Knuckles and Amy in Origins Plus, as well as Sonic in both Origins and Plus).
  • Amy Rose has been removed entirely.
    • As such, neither she nor Metal Sonic will show up at the beginning of Collision Chaos Zone 1, with the spin tunnel path being opened by default.
    • She has been replaced by a flower capsule at the end of Stardust Speedway Zone 3, much like the Time Attack mode.
  • As with the opening, the ending cutscene was also removed, and replaced with a credits screen. Unlike Sonic's game, which lists the original staff, this one lists the staff who worked on the remake.
  • Standing idle for three minutes doesn't result in the "I'm Outta Here!" easter egg.
(Source: Sonic Retro)

Zone Differences

Palmtree Panic

  • In the second pseudo-3D loop, the camera now behaves normally instead of slowly scrolling down as it did in the original. Also, after the player has flown through this section, they cannot return with a regular jump, as was the case in the original, since there are now invisible walls.
Original 2011 Remaster
SonicCD-SegaCD-R1Script.png SonicCD-2011-R1Script.png
  • Adjustments have been made to the controls of the Spinning Top, requiring players to alternate between left and right inputs based on their position to decelerate, as opposed to the original version's idea of holding left to halt and right to accelerate.
  • In Zone 1 Past, the platform right after the first tube has been changed from a stationary platform to a falling platform.
  • In Zone 3, the hidden area only has a 1-Up monitor rather than the three unused monitors from the original game.
Original 2011 Remaster
SonicCD-SegaCD-PalmtreePanic3-Secret.png SonicCD-2011-PalmtreePanic3-Secret.png

Collision Chaos

  • Sound effects have been added to the pinball flippers, taken straight from Sonic the Hedgehog 2's Casino Night Zone.
  • The glass bumper sound effect is different in the 2011 version, using the sound effect from the 1996 PC port, rather than the original SEGA CD version of the sound. This is presumably due to it being much higher quality.
Original 1996 PC Port/2011 Remaster
  • The speed of the foreground water in all versions of the zone has been reduced.

Tidal Tempest

  • The air bubbles spawn slightly higher.
  • In Zone 1, instead of spawning slightly above the ground at the beginning, Sonic simply starts on the ground, like every other level.
  • The palette of the Zone 1 Present background has been updated from a dark brown hue to pitch black.
Original 2011 Remaster
SonicCD-SegaCD-R3A-BG.png SonicCD-2011-R3A-BG.png
  • The original game applies a rippling effect to the background and foreground, much like in Sonic 1's Labyrinth Zone. In the remake, the rippling effect is only applied to the background.

Quartz Quadrant

  • At the end of Quartz Quadrant Zone 1 Present, another instance of the full "CXX" signature is now visible, which was previously obscured in the original game due to camera adjustments, lowering it in the remake.
Final (Sega CD/Mega-CD) 2011 Remaster
SonicCD-SegaCD-R51A-CXX.png SonicCD-2011-R51A-CXX.png


  • At the beginning of Zone 3 (Good Future), the missing Sonic monitor icon from the prototype 510 has been restored. Also in the original, if player jumps on the red spring and directs Sonic to the right or left, he would not reach the platform correctly as intended. In the remaster, this problem was corrected.
Prototype 510 (Zone 1) Final (Sega CD / Mega-CD) 2011 Remaster
SonicCD-510-sonicmonitor.png SonicCD-SegaCD-R5C-SonicIcon.png SonicCD-2011-R5C-SonicIcon.png

Stardust Speedway

  • The original Sega CD spotlights used flashing and dithered patterns to simulate transparency. The new spotlights now have real transparency and move fluidly.
Original 2011 Remaster
  • The palette of the Solid Block in both the Bad Future and Past iterations have been adjusted for improved consistency.
  • Zone 2 is missing a spring, for some reason.
Original 2011 Remaster
SonicCD-SegaCD-R7-2-Spring.png SonicCD-2011-R7-2-Spring.png
  • During the Metal Sonic race, the Bad Future theme always plays in the background, even if a Good Future has been made. This is the case for both the US and JP soundtracks.
  • During the Time Attack Mode, Amy Rose does not show up at the end of Stardust Speedway Zone 3; she was instead replaced by a flower capsule, most likely to save time. At the end of the race the camera now locks in, which was not the case in the original. It is also impossible to climb onto the slopes of this area, since there are invisible walls there that were not there in the original.
Original 2011 Remaster
SonicCD-SegaCD-R8-3-TA-Capsule.png SonicCD-2011-R8-3-TA-Capsule.png

Metallic Madness

  • It is now possible to complete Zone 2 by climbing to the ceiling of the level, which was not possible in the original.
Original 2011 Remaster
SonicCD-SegaCD-R8-2-HighActComplete.png SonicCD-2011-R8-2-HighActComplete.png
SonicCD-SegaCD-R8-3-Porsch.png
  • In Zone 3, the piston in front of the boss is moved 2 pixels to the left so that the player cannot stand near the edge of the platform.
  • During the final boss, two "light beams" have been added to each side, which are similar to the ones in Final Zone (Sonic 1), Wing Fortress Zone (Sonic 2), and Flying Battery Zone (Sonic & Knuckles). This was seemingly done in order to keep the boss arena the same size as it was in the original game, without altering the level's layout.
  • The final boss now has smooth animation sequences, most notably during the attack with only three "wedges" left. In the original, he jumped between still frames while a loud mechanical sound played with each shift as he rotated; now, the rotation is smooth and Eggman appears to "float" while using it.
Original 2011 Remaster
SonicCD-SegaCD-R8C-Eggman.png SonicCD-2011PC-R8-3-Boss.png

Special Stage

  • Most sprites are using the 1996 PC port's sprites. (most likely due to the original Sega CD sprites being designed to be in the 256x224 ratio, therefore making them stretched when playing via the 4:3 aspect ratio)
    • For example, the sprite size for Sonic has been stretched from 32x48 to 40x48.
Original 1996 PC Port/2011 Remaster
Sonic-CD-Original-Sonic-SpecialStage.png Sonic-CD-PC-2011-Sonic-SpecialStage.png
  • The U.F.O.s that carry the Speed Shoes item in the Special Stage have gotten a very drastic redesign. In the original, the only difference were the white stripe colors, while the remaster also recolors the base blue, most likely to better differentiate between the purple/yellow-striped ones. In the original, this difference was only visible from a short distance, with gold stripes indicating rings and silver having the Speed Shoes.
Original 2011 Remaster
Sonic-CD-Original-UFOs.png Sonic-CD-2011-UFOs.png
  • The 'warning' sound effect signifying low time starts at 4 seconds remaining, as opposed to the original's 14 seconds.

Miscellaneous Differences

  • Sonic's shoe has been altered, with one singular pixel being cut off.
    • The Metal Sonic projector sprites also experienced this alteration, along with the Flicky.
  • The Time Attack Scores screen was cut.
  • The Stage Select menu and Sound Test can no longer be accessed using cheat codes. Instead, they have to be unlocked in the same manner as the D.A. Garden and Visual Mode.
    • The FM portion of the Sound Test is now PCM. All "past" tracks have been moved to "D.A.", along with the rest of the soundtrack.
Original 2011 Remaster
SonicCD-MCD-SoundTest.png SonicCD2011SoundTest.png
  • While debug mode is enabled, item monitors can be used more than once.
    • Ring objects can now be placed, unlike the original.
    • Breaking the "S" monitor no longer plays the speed shoes music.
  • Entering the code "PCM: 32, DA: 8" on the Sound Test briefly shows a mock-up image of "Desert Dazzle", a stage that was once planned for the remake. It also enables Tails while choosing a stage from the Stage Select menu.
  • Rather than the Time Attack theme being used after entering the code for accessing hidden pictures, the Quartz Quadrant Good Future theme plays instead.
  • The Time Attack screen was changed. In order to access the Special Stage Time Attack, the player has to select the "Next" icon, rather than pushing left.
Original 2011 Remaster
SonicCD-SegaCD-TimeAttack.png SonicCD-SegaCD-TimeAttack2.png SonicCD-2011-TimeAttack.png SonicCD-2011-TimeAttack2.png
  • In the original, Sonic can stand on slopes as if he was on a regular flat surface. In the remaster, this problem was corrected.
Original 2011 Remaster
SonicCD-SegaCD-R3A-Back.png SonicCD-2011-R3A-Back.png

Music Changes

  • Both the US and JP soundtracks are freely available under the Soundtrack option.
  • All of the Zone tracks have been edited so that they properly loop.
    • For the JP soundtrack, many of the samples from the 0.70 Prototype were reused, albeit slightly different from what was intended.
    • Some songs from the US soundtrack have been extended somewhat, using cues from Sonic the Hedgehog Boom (which was a CD released in 1994 as a pre-order bonus for Sonic 3), while some tracks had their endings from the Sega CD version restored (for example, Tidal Tempest Present). For most of the tracks, new cycles had to be created to loop them.
  • The cycle in Wacky Workbench Past differs from the original.
Original 2011 Remaster

Japanese Soundtrack

Name Final / Sega CD 2011 Remaster Notes
Opening
The remaster uses instrumental renditions of the Japanese/European opening and ending themes due to licensing issues with Casey Rankin's estate. Origins would later use the original vocal themes, although Keiko Utoku's vocals in the opening were from the Ver0.02 prototype.
Ending
Palmtree Panic (Present)
The remaster uses a PCM sample with a different loop point.
Palmtree Panic (Good Future)
The remaster uses a PCM sample with a different loop point.
Palmtree Panic (Bad Future)
The remaster uses a PCM sample to loop the track.
Collision Chaos (Present)
The remaster uses a PCM sample with a different loop point.
Collision Chaos (Good Future)
The remaster simply loops the track instead of using a PCM sample.
Collision Chaos (Bad Future)
The remaster uses a different loop point instead of using a PCM sample.
Tidal Tempest (Present)
The remaster uses a PCM sample to loop the track.
Tidal Tempest (Good Future)
The remaster utilized a new cycle instead of using a PCM sample.
Tidal Tempest (Bad Future)
The remaster uses a PCM sample to loop the track.
Quartz Quadrant (Present)
The remaster simply loops the track instead of using a PCM sample.
Quartz Quadrant (Good Future)
The remaster uses a PCM sample with a different loop point.
Quartz Quadrant (Bad Future)
The remaster uses the last 4 seconds of the original track and repeats them as a loop cycle.
Wacky Workbench (Present)
The remaster uses a PCM sample with a different loop point.
Wacky Workbench (Good Future)
The looping is identical between the original version and the remaster.
Wacky Workbench (Bad Future)
The looping is identical between the original version and the remaster.
Stardust Speedway (Present)
The remaster uses a PCM sample to loop the track.
Stardust Speedway (Good Future)
The remaster uses a PCM sample with a new loop cycle and loop point.
Stardust Speedway (Bad Future)
The remaster uses a PCM sample to loop the track.
Metallic Madness (Present)
The remaster uses a PCM sample with a new loop point.
Metallic Madness (Good Future)
The remaster does NOT use a PCM sample, instead just looping the track from the beginning in a different way.
Metallic Madness (Bad Future)
The looping is identical between the original version and the remaster.
Boss Theme
The remaster uses a PCM sample to loop the track.
Final Boss Theme
The remaster uses a PCM sample to loop the track.
Special Stage / Main Menu Theme
The Special Stage theme is unlooped like the original game.
D.A. Garden
The looping is identical between the original version and the remaster.
Time Attack
While the original game used a duplicate of the Title Screen theme, the remaster uses an instrumental remake of "Brand-new World" from Sonic the Hedgehog - Remix, a CD that was released in 1994.

American Soundtrack

Name Final (Sega CD) 2011 Remaster Sonic the Hedgehog Boom Notes
Palmtree Panic (Present)
The remaster uses a cut similar to the album version (0:46-0:49) to loop the track.
Palmtree Panic (Good Future)
The remaster created a new loop, by restoring the ending and using a cut (2:19-2:21), which was accelerated and superimposed on top of the beginning of the track, from the album version to loop the track.
Palmtree Panic (Bad Future)
The remaster uses a cut from the album version (1:34-1:49) to loop the track, instead of restoring the original ending from the album version (3:40-3:50).
Collision Chaos (Present)
The remaster uses original version of the track instead using the album version, although the ending was cut to loop the track.
Collision Chaos (Bad Future)
In the remaster, a new cycle was created by superimposing the ending and the reverse cymbal effect to create the impression of a smooth loop.
Collision Chaos (Good Future)
Missing in the album. In the remaster, a new cycle was created by superimposing the ending and the reverse cymbal effect to create the impression of a smooth loop.
Tidal Tempest (Present)
The remaster uses a restored Sega CD Ending and two cuts from the album version (0:00 - 0:10, and 1:44 - 2:01) of the track.
Tidal Tempest (Good Future)
The remaster uses a cut from the album version (0:34-1:22) to loop the track.
Tidal Tempest (Bad Future)
The remaster uses two cuts from the album version (0:00 - 0:20, and 2:58 - 3:24) to loop the track, layering the beginning of the tracks over the end to create an impression of a smooth loop.
Quartz Quadrant (Present)
The remaster features a cut from the extended album version to loop the track.
Quartz Quadrant (Good Future)
The remaster uses a simplified version, similar to the album version, while the original has a special ending. The Sega CD version was re-used in Origins.
Quartz Quadrant (Bad Future)
The remaster features the extended album version of the track.
Wacky Workbench (Present)
The remaster features the extended album version of the track.
Wacky Workbench (Good Future)
The remaster and the Origins version uses a simplified version, while the original Sega CD version utilized an extended cut.
Wacky Workbench (Bad Future)
The remaster created a new loop cycle to make the theme less repetitious, instead using the extended album version.
Stardust Speedway (Present)
The remaster uses a simplified version, while the original Sega CD version has a special ending. The original ending was re-used in Origins.
Stardust Speedway (Good Future)
In the remaster, a new cycle was created by superimposing the ending and beginning of the track together, along with a fragment from the album version accelerated and superimposed on top of the main track. The slightly modified album version of the track was where this version was taken from.
Stardust Speedway (Bad Future)
In the remaster, like the Good Future variant, a new loop cycle was created to make the theme less repetitious, only here the ending of the album version is used, rather than making an original version of it.
Metallic Madness (Present)
Missing in the album. The remaster created a new loop cycle, by using a four second cycle (1:19-1:23) three times, and added a reverse cymbal effect to create the illusion of a smooth loop.
Metallic Madness (Good Future)
The remaster created a new loop cycle, by using a six second cycle (0:59-1:05) two times as a loop.
Metallic Madness (Bad Future)
The remaster uses a section from the album version (at 0:52 - 1:05) with a new loop point, instead of the original section that is present in the Sega CD Version.
Boss Theme
Missing in the album. These themes are identical in all versions, besides some removed silence for a smoother loop in the remaster.
Final Boss Theme
Special Stage
The remaster does not use the original ending, instead using a cut from the album version (2:09-2:17) layered on top of the beginning of the track to create a smoother loop.
D.A. Garden
Missing in the album. The remaster created a new loop cycle, while the Sega CD version has a proper ending.