Exact structures of paths and the way in which they connect to each other tend to be the only differences, and this ensures that the time periods feel connected to each other and not like completely separate levels. Across the different time zones, structures and objects do vary, but not to the same drastic degree that the appearances tend to. This is ideal for offering plenty of opportunity to nose around and find the items you seek, and because of their horizontal size, going back and forth does not necessarily have to take too long. It's relatively uncommon for there to be any place in a zone that you cannot get to from any other point, at least in one particular time zone or another. Because of the hidden objects you're encouraged to find, such as time travel posts, destructible machines, Metal Sonic holograms or even more rings for Special Stages, these smaller, but more complex level structures are a more suitable design, as they allow the player to be able to backtrack more easily than in a longer and more drawn out level. 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.
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