
While you can still run through these paths fairly smoothly for the most part, you might find such an experience is a little shorter and less satisfying than the alternative Sonic games that specialise in speed and linearity. Several routes are often crammed into one set space for any given zone, with few patches of unused areas, to allow for the maximum amount of hidden nooks and crannies. While other Sonic levels are designed so that they provide a continuous, fast-paced experience often across a wide area, without too much concern for wasted space on maps, Sonic CD levels are much more efficient in this way. There really is so much to see, let alone do, in this game.Īs I've mentioned, Sonic CD levels are not all about speed, but exploration. Achieving a Good Future and seeing how the level will sort itself out in a pleasant outcome is always enjoyable. There are sometimes even sub-plots to give the levels more personality, such as the single large structure in Stardust Speedway that becomes a different building depending on the time zone, and thus Eggman's rule over it.


While futures are mostly somewhat mechanical, pasts often have a prehistoric feel to them, or you can discover that factories and cities were once desert canyons or grand, ancient gardens.

Burrow a little deeper into the multiple time zones though, a feature yet to be replicated in any other Sonic game, and you'll usually find whole new and imaginative locations, some rarely seen elsewhere in the series. At first glance, it seems apparent that Sonic CD borrowed a lot of ideas for its level locations from Sonic 1, as the Green Hill, Labyrinth, Star Light and Scrap Brain Zones all have their own counterparts in this game.
