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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 Sonic 1 / Sonic 2 / Sonic 3 & Knuckles instead of the original where running faster would cause the camera to move depending on the direction.
  • Ground speed cap was removed in this version, now Sonic no longer slows down when accelerating using Super Peel-Out, which was the case in the original. Air speed cap too was removed.
  • 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 taken for time travelling is actually a bit longer. Some objects that activated warping in the original Mega-CD game do not do so in this remake.
    • In the mobile releases, the time taken for time traveling was shortened from 220 to 204.

Tails

  • Tails has his moveset from Sonic the Hedgehog 3, allowing him 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, also this change has used in Origins version for all characters in any mode (including Any in Origins Plus).
  • Amy Rose has been removed entirely.
    • As such, neither she or Metal Sonic will show up at Collision Chaos Zone 1, and the spin tunnel path is opened by default.
    • She has been replaced by a flower capsule at Stardust Speedway Zone 3, much like the Time Attack mode.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 section, camera now behaves normally instead of slowly scrolling down as it did in the original. Also, after the player has flown through this section, he cannot return with a regular jump, as was the case in the original, since there are 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 Mega-CD version of solely holding left to halt and right to accelerate.
  • In Act 3, only now there is a 1-Up Monitor left instead of the Time Monitor and the Hyper Ring Monitor, as was the case in the original.
Original 2011 Remaster
SonicCD-SegaCD-PalmtreePanic3-Secret.png SonicCD-2011-PalmtreePanic3-Secret.png
  • In the Past of Act 1, the platform right after the first tube has been changed from a stationary platform to a falling platform.

Collision Chaos

  • The speed of the foreground water in all versions of the zone has been reduced.

Tidal Tempest

  • The air bubbles spawn slightly higher.
  • Now Sonic does not land on top as it was in the original, but simply stands.
  • The palette of the Present Zone 1 background has been updated from a dark brown hue to 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 Act 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 Act 3 (Good Future), the missing Sonic monitor icon from the prototype 510 has been restored. Also in the original, if player jump on the red spring and direct Sonic to the right or left, he would not climb onto the platform, but would simply not jump to it; in the remaster, this problem was corrected.
Prototype 510 (Act 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".
  • In Act 2 missing a Spring.
Original 2011 Remaster
SonicCD-SegaCD-R7-2-Spring.png SonicCD-2011-R7-2-Spring.png
  • During the Metal Sonic race at Stardust Speedway, the Bad Future theme always plays in the background, regardless of which soundtrack is chosen.
  • 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. In the near 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 rounded pieces of the location, 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 Act 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 the remaster of Act 3, the piston in front of the boss is moved 2 pixels to the left so that Sonic / Tails can not stand near the edge of the platform.
  • During the final battle against Dr. Robotnik, two "light beams" have been added to each side, which are akin to the ones at the 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 during this level 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 Robotnik appears to "float" while using it.
Original 2011 Remaster
SonicCD-SegaCD-R8C-Eggman.png SonicCD-2011PC-R8-3-Boss.png

Special Stage

  • The U.F.O.s that carry the Speed Shoes power-up in the Special Stage have been recolored blue, most likely to better differentiate between the purple ones, which carry the Ring power-up. In the original, this difference was only visible from a short distance, with gold stripes indicating rings and silver having the Speed Shoes. The sprite size for each UFO has also been changed from 64x52 to 80x52.
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 Projector sprite also experienced this alteration, along with the flicky.
  • Time Attack Scores screen was cut from this version of the game.
  • The Stage Select menu and Sound Test can no longer be accessed by code. 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 the debug mode is enabled, power-up monitors can be used more than once.
    • Ring objects are now available to be placed, unlike the original.
    • There is no background music that plays after the "S" monitor has been struck.
  • 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.
  • 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

  • Now the player can toggle between the two OST's in Soundtrack Tab in Main Menu.
  • All stage music tracks have been edited so that they loop.
    • For Japanese Soundtrack were restored many of the samples from 0.70 Prototype, although interpretations being slightly different than intended during the original game's development, and with new loop point.
    • Some songs from the US track have been extended somewhat, using cues from Sonic the Hedgehog Boom (which was a CD released in 1994 as a pre-order item to Sonic 3), while some tracks got restored Sega CD Endings (for example, Tidal Tempest Present), but for most of the tracks, new cycles had to be created to loop the tracks.
  • The cycle in Wacky Workbench Past differs from the original.
Original 2011 Remaster

Japanese Soundtrack

Name Final / Mega-CD 2011 Remaster Notes
Opening
In the 2011 Remaster used instrumental renditions of the Japanese/European opening and ending themes due to licensing issues with Casey Rankin's estate.
Ending
Palmtree Panic (Present)
The 2011 Remaster uses a PCM sample with a different loop point.
Palmtree Panic (Good Future)
The 2011 Remaster uses a PCM sample with a different loop point.
Palmtree Panic (Bad Future)
The 2011 Remaster uses a PCM sample to loop the track.
Collision Chaos (Present)
The 2011 Remaster uses a PCM sample with a different loop point.
Collision Chaos (Good Future)
The 2011 Remaster simply loop the track instead using a PCM sample.
Collision Chaos (Bad Future)
The 2011 Remaster uses a different loop point instead using a PCM sample.
Tidal Tempest (Present)
The 2011 Remaster uses a PCM sample to loop the track.
Tidal Tempest (Good Future)
The 2011 Remaster created a new cycle instead using a PCM sample.
Tidal Tempest (Bad Future)
The 2011 Remaster uses a PCM sample to loop the track.
Quartz Quadrant (Present)
The 2011 Remaster simply loop the track instead using a PCM sample.
Quartz Quadrant (Good Future)
The 2011 Remaster uses a PCM sample with a different loop point.
Quartz Quadrant (Bad Future)
The 2011 Remaster uses last 4 seconds and repeat them to simply loop the track.
Wacky Workbench (Present)
The 2011 Remaster uses a PCM sample with a different loop point.
Wacky Workbench (Good Future)
The looping is identical between the Original version and the 2011 Remaster.
Wacky Workbench (Bad Future)
The looping is identical between the Original version and the 2011 Remaster.
Stardust Speedway (Present)
The 2011 Remaster uses a PCM sample to loop the track.
Stardust Speedway (Good Future)
The 2011 remaster uses a PCM sample with a new loop cycle and loop point.
Stardust Speedway (Bad Future)
The 2011 Remaster uses a PCM sample to loop the track.
Metallic Madness (Present)
The 2011 remaster uses a PCM sample with a new loop point.
Metallic Madness (Good Future)
The 2011 Remaster not uses a PCM sample, but looped.
Metallic Madness (Bad Future)
The looping is identical between the Original version and the 2011 Remaster.
Boss Theme
The 2011 Remaster uses a PCM sample to loop the track.
Final Boss Theme
The 2011 Remaster uses a PCM sample to loop the track.
Special Stage / Main Menu Theme
The Special Stage Theme is unlooped like in the original game.
D.A. Garden
The looping is identical between the Original version and the 2011 Remaster.
Time Attack
While the original game used a duplicate of the Title Screen Theme, the 2011 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 2011 Remaster uses a cut (0:46-0:49) from the Album Version to the end of track to loop the track.
Palmtree Panic (Good Future)
The 2011 Remaster created a new loop, by restored 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 2011 Remaster uses a cut (1:34-1:49) from the Album Version to loop the track, instead restore Original Ending from Album Version (3:40-3:50).
Collision Chaos (Present)
The 2011 Remaster uses original version of the track instead using Album Version, although the ending was cut to loop the track.
Collision Chaos (Bad Future)
In the 2011 Remaster, a new cycle was created by superimposing the ending and Reverse Cymbal Effect to create the impression of a smooth loop.
Collision Chaos (Good Future)
Missing in the album. In the 2011 Remaster, a new cycle was created by superimposing the ending and Reverse Cymbal Effect to create the impression of a smooth loop.
Tidal Tempest (Present)
The 2011 Remaster uses a restored Sega CD Ending and two cuts (0:00 - 0:10, and 1:44 - 2:01) from the Album Version of the track.
Tidal Tempest (Good Future)
The 2011 Remaster uses a cut (0:34-1:22) from the Album Version to simply loop the track.
Tidal Tempest (Bad Future)
The 2011 Remaster uses two cuts (0:00 - 0:20, and 2:58 - 3:24) from the Album Version to loop the track, layers the beginning of the tracks over the end to create the impression of a smooth loop.
Quartz Quadrant (Present)
The 2011 remaster featured a cut from an Album extended version to loop the track.
Quartz Quadrant (Good Future)
The 2011 Remaster uses the simplified version, like as the Album version, while in Original has a special ending, which was re-used in Origins version.
Quartz Quadrant (Bad Future)
The 2011 Remaster featured an extended Album Version of the track.
Wacky Workbench (Present)
The 2011 Remaster featured an extended Album version of the track.
Wacky Workbench (Good Future)
The 2011 Remaster and the Origins version uses the simplified version, while Album Version featured an extended version (and Ending of Sega CD Version) of the track.
Wacky Workbench (Bad Future)
The 2011 Remaster created a new loop cycle to make the theme less repetitious, instead using Album Version.
Stardust Speedway (Present)
The 2011 Remaster uses the simplified version, while in Original has a special ending, which was re-used in Origins version.
Stardust Speedway (Good Future)
In the 2011 Remaster, a new cycle was created by superimposing the ending and beginning of the track, but at the same time a fragment from the album version was used, which was accelerated and superimposed on top of the main track. The slightly modified album version of the track was taken as the basis, but also not the full version.
Stardust Speedway (Bad Future)
In the 2011 Remaster also like as Good Future was created a new loop cycle to make the theme less repetitious, only here the ending of the Album version has already been taken, instead of continuing the Album version.
Metallic Madness (Present)
Missing in the album. The 2011 Remaster created a new loop cycle, by using a 4 second cycle (1:19-1:23) 3 times, and added a Reverse Cymbal Effect to end of the track to simply loop the track.
Metallic Madness (Good Future)
The 2011 Remaster created a new loop cycle, by using a 6 second cycle (0:59-1:05) 2 times to simply loop the track.
Metallic Madness (Bad Future)
The 2011 Remaster uses a section from the album version (at 0:52 - 1:05) with new loop point, instead of the original section that is present in the Sega CD Version.
Boss Theme
Missing in the album. These themes is identical in all versions except that the 2011 Remaster removed the extra silence at the end of the tracks for a smoother loop.
Final Boss Theme
Special Stage
The 2011 Remaster is not uses original ending, but uses a cut (2:09-2:17) from the Album Version and layers the beginning of the tracks over the end to create the impression of a smooth loop.
D.A. Garden
Missing in the album. The 2011 Remaster created a new loop cycle, while in the Sega CD version the track is unlooped and has a different ending.