Sonic CD Good Ending Strategy Guide
Project Length: 4 Weeks (April 2012)
My Roles: Play Testing, Writing, Copy Editing
End Product: Complete Strategy Guide
Ever since his debut in 1991, Sonic the Hedgehog has been a powerful character in the gaming world, with masses of fans clamoring to play his games. Sonic CD is often regarded as a rare gem among his collection, as it’s widely agreed that it’s a great game that was difficult to get a hold of, since not many people owned a Sega CD system. The game has thus been re-released several times on more accessible mediums.
However, one thing Sonic CD always lacked was a strategy guide. There were many walkthroughs available for his other games of that time period, but there was never an official release for Sonic CD in particular. This is especially noteworthy because, unlike the other games of its generation, its goal was not to simply run from start to finish as quickly as possible. The introduction of time travel to the series brought a new set of goals along with it; namely, getting to the past and creating a good future. Despite the fact that the levels are short, I myself had great difficulty managing this when I was a child, as did fellow fans that I later discussed this with in adulthood.
The purpose of this guide is to help players seeking the good ending of the game without having to collect all of the Time Stones. Unlike other Sonic games, Sonic CD does not require the player to collect all of its magic gems in order to get the good ending; instead, players can create the same effect by completing the time travel objectives in each level. Considering how brutal some of the special stages are in this game, I myself prefer to just do the extra legwork in the levels. Now, with this guide, other players can do the same.
As you progress through the game, you’ll see various signs that say “Past” and “Future” on the front. In this guide, we’ll only be using Past posts, as that’s where to find the items necessary for the good ending. If you touch either of these posts, you are now primed for time travel, indicated by the sign appearing as an icon at the bottom left of the screen. All that’s left is to travel at top speed for five seconds without stopping; you’ll know you’ve reached this speed when you start leaving a trail of stars in your wake.
IT IS IMPORTANT TO NOTE that during the last half of the five seconds, the time travel icon will begin to flicker. If you stop running at top speed during this time, the icon will disappear and you will no longer be able to time travel unless you hit another post. This can be good if you’re trying to get rid of a Future post, but it can also screw you up if you’re trying to go to the Past and hit an obstacle before you’ve finished.
ONE MORE THING: Time traveling causes you to lose your shield. Sorry!
In addition to the fact that Sonic CD has some unique game elements, I want this guide to be accessible to all players, whether they have a background in Sonic games or not. Just in case you get lost or confused while following along, you can always refer back to this list to be sure we’re all talking about the same things.
Past Post – A sign with the word “Past” displayed at the top. Touching this post will allow Sonic to travel backwards in time. If the text on the sign is backwards, it has been used up and will do nothing. Future posts are the same as Past posts, except that they allow Sonic to travel forward in time. We won’t be using them in this walkthrough, but feel free to play with them if you like!
Robot Generator – A machine that creates badniks. In order to get a good ending, these must be destroyed in the past of every first and second act. In the present and future, only their broken and run-down remains can be found. In the third act, there are no generators.
Hologram Projector – A small machine that projects the image of Metal Sonic terrorizing local wildlife. Like the robot generators, these also need to be destroyed in the past of every first and second act to get a good ending, and there are none in the third act. Unlike the generators, however, projectors do NOT appear in the last level.
Star Trail – A series of flickering stars that Sonic leaves behind him if he’s moving fast enough to time travel. This trail needs to be maintained for approximately five seconds in order to initiate time travel. However, if Sonic drops below top speed before it’s completed, the active time travel post disappears, and you’ll need a new one to replace it.
Spring – The same as the ones in every other Sonic game, coming in both yellow and red. The red variant is much more powerful than the yellow. Some springs pop up out of the ground once Sonic passes them. Others are hidden within the ground and are only visible as they’re being used.
Bumper – These are similar to springs, but only give Sonic a gentle bounce, and will push him back in the direction he hit it from rather than in a direction the bumper is facing. They can be round, triangles, rectangles, or flat. The circular ones tend to be the most common.
Lamp Post – Identical to the posts in the first two Sonic games, and as in those games, touching this post saves your progress should you lose a life. This guide doesn’t go out of its way to direct you to lamp posts, so if you happen to pass one, feel free to hit it and save your progress in case of a mishap.
Goal Post – This can refer to the sign at the end of the level with Robotnik and Sonic’s faces on it, or it can mean the image pictured, which simply lets you know that you’re close. Once you see one of these, you’re pretty much at the end anyway, so just follow the arrow.
Spin Dash/Peel Out – Sonic’s instant acceleration abilities. The spin dash is performed by holding down + jump, while the peel out is done by pressing up + jump. You may use either one for dashing, but I tend to default to the spin dash. If your preference is to use the peel out, feel free to substitute it.
Badnik – Any of the robot enemies that Sonic encounters throughout the levels. They’re usually modeled after animals, but some of them have completely original designs. Every level has unique badniks for Sonic to fight, but some badniks appear in more than one level. Watch out for them!
Sonic the Hedgehog, Sonic CD, and all related images and assets are © SEGA. SEGA and the SEGA logo are either registered trademarks or trademarks of the SEGA Corporation.
This guide, however, is © me. I wrote the entire thing from top to bottom, and you may not repost it anywhere without my written permission in advance. I took all of the screenshots myself, but the content of those images is still the property of Sega.
Posted on May 19, 2013, in Documentation, Feature Articles, Journalism, Portfolio, Retro Games, Tutorials, Video Games and tagged Sonic CD, Sonic the Hedgehog, walkthrough. Bookmark the permalink. 1 Comment.