![]() You have to destroy the UFOs before time runs out, and jumping into the water causes the timer to decrease faster. In these, Sonic moves around a pseudo-3d area, hitting UFOs and avoiding water. If you do, a giant ring will be at the end of the level, and jumping through it will let you try out the special stage. Just like in Sonic 1, you access the special stage by gathering a minimum of 50 rings in act 1 or act 2. However, there is another way you could do so. So instead, you're painstakingly combing over every nook and cranny, not only trying to find the spot to time travel, but to find the robot generator in the past. You can't go back from the end of the stage. Because if you reach the end of the level, that's it. This is part of what I mean with tip-toeing as well. The main objective you have at each level is to find the robot generator and destroy it in the past. The next issue naturally comes from the level design as well. Because if not, then you'll be tip-toeing around the level, trying to find the best place to do a time warp. You're better off looking for a set of two springs lined up together, bouncing back and forth between them most of the time. However, the maze-like layout of these levels makes finding the right spot to build up to said speed difficult. Like I said, you have to maintain a set speed. It especially makes things challenging when trying to travel through time. This presents a problem when one of the core tenets of Sonic is speed. It's just a massive mash of stuff like a person placing things randomly around like they're playing Mario Maker or some other level builder. However, unlike in a game like Sonic 3 and Knuckles, there isn't a flow to the level design. Especially when looked at for verticality. I'm sorry for the resolution, however, you can tell one thing from this. So in each zone for the first two acts, you'll find signposts that read past and future. As I had mentioned prior, Little Planet has time travel capabilities. While you can play it on a level by level basis, that isn't where the meat of Sonic CD is. Now this is all good and all, but Sonic CD is different. Sonic does do this cool run with a figure 8 animation when he's doing it and the same happens when he reaches his top speed normally in game. This move works the same as the spindash, only with you holding up instead of down to charge it. The other move Sonic has is the Super Peelout. This makes the spindash feel much more clunky and awkward to use compared to how it has and will work in future Sonic games. While the spindash in Sonic 2 can be revved for how long the player wants and start at any time, the spindash in Sonic CD will only work when fully charged. However, it isn't as simple as it is in Sonic 2. Hold down and the jump button and Sonic will rev up. The first, and technically returning move is the spindash. In addition to the ring system, and power-ups returning, Sonic has two new moves. You beat Eggman in it, then go off to the next zone. Each zone is compromised of 3 acts, with act 3 being a small one that has the boss in it. Now, when talking about the gameplay, Sonic CD follows the same formula Sonic 1 and 2 have, although Sonic CD follows a bit more in Sonic 1s footsteps than Sonic 2s. A robot doppelganger Eggman made to try and match Sonic in both speed and power. However her want for Sonics attention is gonna need a rain check as she gets abducted by Eggmans newest creation, Metal Sonic. The best way I can sum her up is a fan girl who followed Sonic to the Little Planet, wanting his attention. Along the way, Sonic meets up with a pink hedgehog by the name of Amy Rose. He's going to drive the mad doctor off the planet and avert its bad future, travelling through time in the process. ![]() Eggman is up to his old tricks again, and Sonic isn't going to let that stand. Sonic decided to check the planet out only to find it turned into a metallic sphere chained to a mountain that has none other than Dr. Not much is known about this planet, aside from the fact it has time travel capabilities, and 7 stones called the Time Stones. So, what story does Sonic CD have? According to the instruction manual, on the last month of the year, a rather tiny planet called Little Planet arrives at Sonics world and hovers over Never Lake.
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