![]() For example, what the level select refers to as "Round 1" is Palmtree Panic. In the level select screen, levels are listed according to round numbers. What would typically be called a "Zone" in other Sonic games is called a "Round" in Sonic CD. If all the third zones have Good Futures, the player is able to see the good ending. However, if only one or neither stage has been made into a Good Future, the third zone will be a Bad Future. ![]() The appearance of the third zone depends on the player's actions in the other two if the player has achieved a Good Future in the other two zones (or all the time stones are collected), this zone will be a Good Future as well. Two battles do not involve hitting Robotnik to damage him one takes place on a giant treadmill where the objective is to wear out Robotnik's machine by running on it, and the other is a race against Metal Sonic. These boss battles, however, require more effort to actually hit Robotnik one battle takes place on a makeshift pinball table and requires the player to use flippers to get up to Robotnik. Most boss battles are more elaborate than those in the other Sonic games, and typically require fewer hits than the usual 6 or 8. The third zone always takes place in the future and is mainly a short run up to the boss. However the animals are always present in the Good Future, regardless of whether or not this machine was destroyed. Destroying this machine causes animals to appear in the past and present levels. In addition to the robot generating machine, hidden within the past of each level is a machine which projects a hologram of Metal Sonic squashing one of that particular zone's animals underfoot. Robotnik's robots run rampant, there are more hazards (though due to wear on some of the enemies, not always as many as in the past), and heavy pollution has harmed the level. If the machine is not destroyed, the warp will lead the player into the "Bad Future" in which Dr. Should the player warp into the future, it is a "Good Future" in which there are no enemies and fewer hazards. Robotnik's robots will be destroyed in the past. If this is destroyed within a zone or all seven time stones are already collected, all of Dr. Hidden within the past of every level, there is a robot generating machine. The appearance of the future changes depending on the actions of the player in the past. This affects the speed and attacking ability of the robots some of them become completely ineffective, while others do not significantly change. In addition, the robots within a level fall into a state of disrepair as time passes in the present, some machines have become worn down while in the future all of them have. The different time zones have slightly different layouts and sprite placements, as well as different stage music variations, art and palettes. Each stage has three "Acts" (Although they are called "Zones" in this game, see below), the third of which always takes place in the future. ![]() After running through one of these posts, the player has to either run or move at top speed for a few seconds without stopping to travel into the respective time period.īecause these teleports are relative, there are yes "Past" signs in the Past, and yes "Future" signs in the Future that is, warping to the past in the future returns the player to the "present" time and nice versa. Throughout each zone you will come across time posts, bearing the labels "Past", "Present", and "Future". Sonic CD introduces new gameplay mechanics, namely the time travel mechanics and the time stones. Sonic arrives on the scene to stop Robotnik from taking all the Time Stones that will allow him to manipulate time and conquer the world. Robotnik chains Little Planet down, starts converting the world into his personal fortress. Robotnik steals Little Planet over Never Lake, a place where there is said to be special stones that are capable of time travel, known as the Time Stones. Sonic CD's plot is explained through full motion video opening and ending cutscenes animated by Toei.
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