Sonic CD. A game that has definitely has had some mixed
reception throughout the years with some people thinking that its good, others might think it’s not good, and there’s probably some people who think
that it’s just mid. Well, no matter what people think of this
game now, there is still a lot of interesting things
to be expressed of in regards to the game itself. Which is why in this video, I am going to go through and explain a Sonic
CD iceberg of mine that includes entries from other past Sonic
CD icebergs, but this one does have more of my own entries
added to it that were never in any of the other Sonic CD specific icebergs that were
made before. For my own iceberg, I actually have each level
represented with the same zones from the original game in their original order. I do have this same iceberg chart of mine
on the iceberg charts website, I have a link to it in the description. Anyway, let’s start to go through and explaining
the ultimate Sonic CD iceberg starting with the first level Palmtree Panic. Time Travel Time Traveling is the main mechanic of Sonic
CD where within each zone, you can go past a past sign or a future sign. The past signs will allow you to travel to
the past while the future signs will allow you to travel
to the future where it could either be good future or a
bad future based on how you progressed through the game. According to the game’s director Naoto Ohshima, the time travel mechanic was influenced by
the film, Back to the Future. Sega CD/Mega CD The Sega CD or Mega CD was a CD add on to
the Sega Genesis or Mega Drive. This add on is what the game Sonic CD was
originally released on hence the naming and how it has CD quality music. Speaking of music… Two Different Soundtracks When Sonic CD was released in North America, it had a very different soundtrack than what
the original Japanese release had. The original soundtrack used in the Japanese
release was composed by Naofumi Hataya and Masafumi Ogata, the different soundtrack used in the North
American release was composed by Spencer Nilsen, David Young, and less noticeably Sterling
Crew. The reason for why this different soundtrack
was made was apparently because Sega of America at the time wanted
the game to have a more rich and complex sounding soundtrack in comparison to the Japanese soundtrack. Later rereleases of the game would give an
option between having either of the two soundtracks
be set. Iconic Opening Themes Some vocals tracks are used within the game’s
opening from the two soundtracks. The Japanese soundtrack uses a track titled
“You can do anything” [Music] and The US soundtrack uses a track titled
“Sonic Boom”. [Music] These two different opening themes have become
very well known by many Sonic fans and are definitely the most debated on which
of the two theme is the best. 2011 Remake In 2011, a Sonic CD remake of sorts was released. This version of CD was originally developed
by Christian Whitehead using the Retro Engine. This remake makes the game be on wide screen
unlike how the original version was. It also makes sonic have a spin dash more
akin to how it was in Sonic 2 and 3 compared to how it originally was in the original CD
release. On May 20, 2022, this version of the game became delisted on
all platforms except on mobile devices. Actually, its still on mobile platforms "I'm outta here" When you make Sonic not do anything for three
minutes within a level, he will say “I’m outta here” and then jump out of the level which causes
the game over text to pop up with Sonic having zero lives. The voice line of this easter egg was removed
within the Sonic origins release of the game along with voice line sonic says when you
get an extra life. "Fun is infinite" When you go on the sound test menu and enter
the code “FM46, PCM12, DA25” and then press start, it will give you a screen with a background
of multiple Sonics with a creepy face and some Japanese text that translates to “Fun is infinite with Sega Enterprises,
Mazin”. Mazin was originally mistranslated as Majin
which means devil in Japanese but it is actually supposed to be Mazin since it was originally a nickname for the
game’s designer Masato Nishimura. This secret screen creeped some players out
when they found out about it, especially when they discovered it within
the North American release of the game. US Boss Music Within the US version of the game’s soundtrack, it features boss music that sounds creepier
than the boss music of the Japanese version. The Japanese boss music sounds more like a
funky party while the US boss music sounds more eerie. This same boss music is used within the same
“fun is infinite” screen from before which is what this music has become strongly
associated with. US Game Over Music Besides the boss music, the game over music of the US version of the
soundtrack is also well known for its creepy and eerie tone that it has. Now let’s move on to the next level of the
iceberg being Collision Chaos. Robot Transporters Robot transporters are machines that can be
found within the first two acts of every zone. Within the present, it can be found but is inactive, but if you travel to the past when it is active, you are able to destroy it. Destroying it will cause all the badniks to
disappear and make a good future within the zone in which you can travel to. Destroying all of the transporters within
each zone is one of the two ways you can get the good ending for the game. Metal Sonic Holograms When you travel to the past within a zone, besides being able to find an active robot
teleporter, you can also find a hologram of Metal sonic
crushing an animal. These hologram projections can be destroyed
much like the robot teleporters. Destroying these holograms will only make
animals appear within the level and don’t necessarily have to be destroyed
like the robot teleporters. Sonic CD is set before Sonic 2 For a while,
it was speculated that Sonic CD takes place before Sonic 2. People mainly thought of this with how Tails
isn’t present alongside Sonic and how the spin dash in this game is weaker
than the one in Sonic 2. Through the speculation of this, some people have argued Sonic CD not being
before Sonic 2, mainly through how there’s Metal sonic who's
been used more times than the Sonic robots of Sonic 2 and 3. This has been argued for years until the release
of Sonic Origins where they made it clear that CD does take place before 2. Tails added to the remake For the 2011 remake, they decided to add Tails as a playable character
from when you normally beat the game as Sonic. Tails was also made playable in Sonic CD through
the Sonic Origins release of the game. Speaking of Sonic Origins… Knuckles added to the Sonic Origins version I’m pretty sure that by the time this video
is uploaded that Sonic Origins Plus has been released and it now has the ability to play as Knuckles
in Sonic CD as well as a playable Amy Rose. When Origins was first released, it only had you be able to play as Sonic or
Tails. People have always felt that they should have
had Knuckles be playable since the first release of the collection. There is also a new route that is added specifically
for Knuckles only. Unique Bosses Sonic CD uses Bosses that are more different than how bosses usually work in the other
classic Sonic games. For other classic Sonic titles, the bosses are normally defeated by taking
eight hits. CD’s bosses are way gimmickier in how much
you have to hit them like how for the first boss in Palmtree Panic, you have to wait for Robotnik’s bumpers
to move out of the way in order to hit him just a few times, or how the boss for collision chaos acts as
pinball with you having to use the flippers to get to the top just to hit Robotnik a few
times. The bosses of this game are often criticized
for how easy and or tedious they can be. Seizure inducing special stage background Within one of the special stages (specifically
the sixth stage), it includes a vary trippy background. Some people view the background of this special
stage as being Seizure inducing. Amy in Palmtree Panic If you go near the end of Palmtree Panic Zone
1, you will stumble across Any Rose who will
follow you and also hug on him. Secret Messages When you enter certain codes on the sound
test menu, it will show different screens that have different
messages within them which includes the “fun is infinite” screen
that I talked about in a previous entry. Debug Mode A debug mode can be accessed through entering
the code “FM 40 PCM 12 DA 11” and press start within
the sound test menu which will take you to the secret screen that
has Tails and the text “See you next game”. Through getting this screen, you can now go on a level and make Sonic change
to an object to place any item within the level. Now let’s move on to the next level of the
iceberg being Tidal Tempest. Amy uses cartomancy Within the original character description
for Amy Rose, it tells that she has card reading as one
of her special skills and that she traveled to Little Planet from the “divine messaging of the cards” that
tell her to go there. For a long time, this ability from Amy has barely ever been
acknowledged besides her having a tarot card move in the
game Sonic Chronicles. But in recent years, this ability has been acknowledged several
times through the IDW comics, the story mode cutscenes in Sonic Origins, and with Sonic referencing it in Sonic Frontiers. Sally Acorn in Sonic CD This is referring to how within the North
American manual for Sonic CD, it for some reason it refers to Any Rose as
being princess Sally. In case you don’t know who Princess Sally
is, Princess Sally or Sally Acorn which is her
full name is a character that was originally introduced
in the Sonic SatAM cartoon which first aired close to the same time as
Sonic CD. It is unknown why the North American manual
mentions Sally over Amy but it could be speculated that SEGA of America
tried to tie-in the cartoon with the game since it was releasing not long after the
show first aired. Past Themes Format The past tracks for Sonic CD weren’t rendered
in CD quality like the rest of the soundtrack. Instead, they were compressed into the game which is why both of the different soundtracks
of this game uses the same past tracks that were originally done by the Japanese
composers. Some people have thought that this is due
storage limitations on the Sega CD but it seems that it was actually done to
still have the Japanese tracks of sorts to be represented along with the US soundtrack within the North American Release of the game. R2 Within the level select menu, some people noticed this thought that there
was meant to be a level between Palmtree Panic and Collison
Chaos. The chances of there being a missing zone
seemed likely when noticing that a part of the game ending showing Sonic going through
a ruined area and then is attacked by an enemy not seen
in the game. Years later, when the 2011 remake was being released, A Sonic CD developer diary video was uploaded
where a sketch of a rainbow-colored waterfall appears which was actually confirmed by Cristian
Whitehead to be concept art for R2. Throughout the years, the original naming of the R2 zone was unknown, until earlier this year when within a message
from the original game director Naoto Ohshima stating that the level was called Dubious
Depths, but then later, the original game designer Masato Nishimura
claims that the zone was actually going to be named
Ridicule Root. For the rest of this video, I’m still going
to call it R2. Track 02 When you put the original Sonic CD disc into
a CD player and have it on track #2, it plays this. This short track seems to be what was supposed
to play when Sonic time travels since in two different prototypes that were
dumped back in October of 2019, they used this same track for the time traveling
scene. "Hold out! Programmer!" Within prototype 510 of Sonic CD, it shows a rolling demo of the second special
stage but with a different layout and no UFOs. Throughout this rolling demo, white text flashes on the screen with it saying "The programmer has a nap. Hold out! Programmer!" Special Stage 8 When you put in the code “FM 07 PCM 07 DA
07” and press start on the sound test screen, it will take you to a secret eighth special
stage that has a giant Robotnik face that says in place within the background. When you destroy all of the UFOs within the
stage, instead of giving you time stone, it will take you to a special stage credit
screen. Removed Lyrics in Remake In the 2011 remake, The Japanese Opening and ending themes had
the original vocals removed. It was never explained why the lyrics were
removed but some people have speculated that they
were removed due to licensing issues or that one of the vocalists, Casey Rankin, passed away a few years before the remake
was released, so SEGA wanted his vocals to be removed out
of respect to him. The original renditions of the music tracks
did return in the Sonic Origins rerelease of the game. Desert Dazzle Desert Dazzle was a new zone that was planned
to be in the 2011 remake of Sonic CD until it was scrapped. You can find a mockup image of the zone through entering the code “PCM:32 and DA:08”
on the sound test screen. A test version of the zone can be found in
the game’s files. Final Fever Final Fever was an alternate final boss that was also planned to be in the 2011 remake
until it was scrapped. It would have been accessed when you get all
of the time stones and then beat the normal final boss in Metallic
Madness Zone 3. Sonic CD Title Screen Meme So, have you ever seen this image be used as a
meme? Well, this is supposed to be one of the frames of
Sonic within the title Screen as he is turning except the one frame it specifically
uses has straight arms edited into it. The exact origin of the edited frame is unknown. You Can Do Anything similar to Green Hills
Zone’s Music For the Japanese opening theme, You Can Do
Anything, it sounds very similar to the music of Green
Hills Zone from the 8-bit version of Sonic 2. For why these two tracks sound similar to
one another is likely because the composers of the Japanese
soundtrack also worked on several tracks for the 8-bit
version of Sonic 2. And as for which was made first is unknown
but I feel that it’s most likely that the opening theme was made first since these two games were
worked on within the same time. Bad future is canon It has been theorized that Sonic conically
got a bad future in Sonic CD. People mainly think of this because of how
in Sonic Generations, Classic Sonic is fighting against Metal Sonic
in the bad future version of Stardust Speedway and in Sonic 4: Episode Metal, it starts with Metal Sonic being knocked out
within the bad future version of Stardust Speedway. Some People might look at these details in
meaning that the bad ending of Sonic CD is canon but it’s likely that Sonic could have first
gotten all of the time stones when going through Metallic Madness. Now let’s move on to the next level of the
iceberg being Quartz Quadrant. Prototypes Throughout the years, many prototypes have been found of the game. The earliest prototype that was dumped back
in 2000 was one called Prototype 510. Many years later, on October 26th, 2019, a build that is older the Prototype 510 was
dumped. In total, there have been eleven builds discovered including four that was before the game was
released outside of Japan. Beta Bosses Sonic CD originally had bosses that were ultimately
scrapped such as an earlier version of the Palmtree
Panic Boss that used pincers rather than some bouncers. And then there is the unused R2 Zone boss
that has Robotnik on a vehicle with a spring at the end. Unused Sprites There are multiple sprites of Sonic that went
unused such as ones with him being electrocuted which could have been use for when Sonic hits
the electric hazards in Wacky Workbench. There’s also some silly looking one like
one that has him walking and waving his arms, and one with him being upside-down. Unused objects There are also some unused objects such as
some different flowers that actually change color and some stage hazards like some circling
teleporters that would have been used in Collison Chaos and a trap door that would have been used
in Metallic Madness. Unused Loops Within one of the Sonic CD prototypes, there were some unused track loops that were
found within it that are supposed to be for every present
and future track as well as the boss tracks. Some of these unused loops got used in the
2011 remake and around the same year, designer Masato Nishimura confirms that the
loops were meant to play after the level tracks cut off. Salad Plain Salad Plain was the original naming of the
first zone of the game Palmtree Panic. This was discovered though the dumped Ver
0.02 build where within the time attack menu, the name Salad Plain can be seen. Early Uncompressed Palmtree Panic Past Within the same build that the name Salad
Plain was found, an uncompressed version of the music that
would play in Palmtree Panic Past is used when traveling to the past. Sonic The Hedgehog – Remix Sonic The Hedgehog – Remix is an album done
by the original Japanese composers of the game and it was released a year after Sonic CD
was released. One track from the album named Brand-new World is used within the time attack menu of the
2011 remake. [Music] Sonic The Hedgehog Boom Sonic The Hedgehog Boom or Sonic Boom (which
is probably what it can shortly be called) is an album that mostly includes some extended
renditions of most of the tracks from the US soundtrack
of Sonic CD. This album also includes several Sonic Spinball
remixes as well since that game’s music was made in the
US. Some of the extended past the US Sonic CD
tracks did get added into the 2011 remake. Statues in Wacky Workbench Within Zone 1 of Wacky Workbench, a secret room can be found that includes an
angel statue that will give you rings. When you try to go into this same secret room
within the bad future variant, you will find a Robotnik statue that you can
destroy but it will trigger a set of bombs that drop
down within the room. Getting 999 rings in Wacky Workbench It is possible to get a maximum of 999 rings
in Wacky Workbench, specifically in Zone 1. This can actually be done with the secret
angel statue in the past variant of the level that throws out rings. You can actually make it constantly do this
when going away and back into the secret room that the statue
can be found in. Now let’s move on to the next level of the
iceberg being Wacky Workbench. Collision Chaos’ Ceiling If you look at the whole background of Collision
Chaos no matter which time period it’s in, you can notice that there seems to be a reflection
of the area within the sky. This reflection likely supposed to come from
the water of the never lake that Little Planet is chained over. Stardust Speedway Zone 2 Buildings Within Zone 2 of Stardust Speedway, there is a particular area that can the player
can vertically go up through which is that of a building that changes design
based on which time period you are in. When you are in the present, the building is an unfinished giant Robotnik
statue. In both the past and good future, the building is a cathedral. And in the bad future, the building is a fully finished giant Robotnik
statue. Sonic and Eggman Monitors in Quartz Quadrant’s
future In the Future variants of Quartz Quadrant, you can find one background monitor that has
either Sonic or Robotnik on them. The monitors can easily be viewed in Zone
3 when you simply look up at the beginning. Sonic Sneezing Sonic was originally meant to have an ability
where he would sneeze through sensing danger more akin to Spider-Man’s
spider sense. This ability is referenced in the opening
of Sonic CD where Sonic does sneeze before some rock fall
down on him. Besides this part of the CD opening, this ability has rarely ever been used in
much Sonic media besides some old obscure official artwork. Beta Theme Within one of the early prototypes of Sonic
CD, it includes a different track for the game’s
title screen compared to the final game. The same prototypes also have a different
version of the speed shoes music compared to the final game. Unused Voice Clips There are a few voice clips that went unused
in the final game. These voice clips include Sonic saying “Alright” and him saying “Yeah” For the first voice clip, Nishimura who originally did the voice clips
for Sonic Says that it was meant to be used when you clear
a level in the game. For the second voice clip, it was used in some prototypes as the extra
life sound but it was replaced with the “Yes” voice clip in the final game. Special stages were inspired by Super Mario
Kart Many people have stated how the special stages
of this game look like they were based on Super Mario Kart
tracks with its use of mode 7 like graphics and how you have to go around a track of sorts. Well, it seems that the special stages were actually
inspired by Super Mario Kart since the designer Nishimura later confirmed
that after originally wanting to incorporate Sonic 1 styled special stages in the game, they wanted to make special stage that looked
like Super Mario Kart since that game was popular around the time
Sonic CD was developed. D.A Garden theme was originally meant to be
R2 good future (this entry was changed) Years ago, Designer Nishimura have said that the music
used for the D.A Garden was originally meant to be the good future
theme (actually the present theme) for the scrapped R2 zone. I also like to add to this entry that people have speculated that the track
Sonic Steam from Sonic the Hedgehog Remix album is actually meant to be the good future theme
of R2 while knowing that a part of the track Techno
Power Remix arranges part of the same track. Now let’s move on to the next level of the
iceberg being Stardust Speedway. Amy is from Little Planet People originally have thought that Amy Rose
came from Little Planet. This was thought of through how in the game, players would first see Amy in either Palmtree
Panic or Collision Chaos. Another reason why people thought she was
from little planet was through how thinking that there was no way for her to go up the
chain connected to Little Planet like Sonic did. This belief was obviously debunked since there’s
the original character description for Amy in the Japanese manual that tells that she
came to Little Planet. The story mode cutscene from origins also
have made this apparent. Sonic CD zones are based on Sonic 1 zones It can be noticed that most of the zones of
Sonic CD seem to generally be based on the zones of
Sonic 1, The first zone Palmtree Panic is like Green
Hill Zone with both of them set in a natural plain with
palm trees, The scrapped R2 zone that was supposed to
be after Palmtree Panic seem to be like Marble Zone with it having
an ancient ruin theme to it, Collison Chaos is like Spring Yard Zone with
its use of springs and bumpers, Tidal Tempest is like Labyrinth Zone with
both of them being underwater ruins, Stardust Speedway is like Star Light Zone
with both of them being set in a city at night, and lastly, Metallic Madness is like Scrap Brain with both of them being industrial zones that
you go through before the final boss. Zones’ Locations In the D.A Garden, there is a spinning sprite of Little Planet. Within this sprite of Little Planet, it can be figured out which of the areas that
can be seen are supposed to be the original zones of the
game. Like this top area being Palmtree Panic, the island in the left center being Quartz
Quadrant, and Stardust Speedway being the area on the
bottom left with it using the same Robotnik statue from
the actual level. Some of the other zone locations can still
be debated upon. Floating Islands Within Collision Chaos Past, some floating island platforms can be found. These islands do not appear in any of the
other time periods. Studio Junio Studio Junio is the anime studio that originally animated the opening and ending
cutscenes of Sonic CD. Many people commonly believed that the cutscenes
were originally animated by Toei Animation which is not true. Anti-Piracy Many people used to believe that the secret
“Fun is infinite” screen was originally meant to be an anti-piracy
screen due to its creepy vibe but this is likely never been the case. Why the US soundtrack uses female vocals The US Sonic CD soundtrack generally uses
female vocals that were done by the music group Pastiche. The reason for why the soundtrack mainly uses
some female vocalist is because according to the composer Spencer Nielsen, it is because of the game’s inclusion of
the new female character at the time, Amy Rose. You know this makes the vocals in the beginning
of Amy’s theme from Sonic Adventure make more sense in how they sort of sound
like some of the vocals of the US Sonic CD soundtrack. Alex Lee - Take it Alex Lee - Take it is an EDM track originally
released in 1991. This track was used in some suppose it leaks
of the R2 Zone’s music with the zone being called Relic Ruins. These were obviously weren’t real track
leaks and were generally some past and future styled
remixes of the original music by Alex Lee. These remixes were originally made by Jalex777. US Past Themes On YouTube, some music channels have made some fan made
US past tracks since the original US soundtrack didn’t
have their own past tracks. One YouTube channel named KingMeteorStudios have originally made some US past track concepts
several years ago. Some fans have like to interpret these fan
made tracks as being the actual past tracks for the US soundtrack, which is what I have liked to believed myself… originally. Now let’s move on to the next level of the
iceberg being Metallic Madness. Meaning of Collision Chaos’ Signs Once again, another entry regarding Collision Chaos. So, within the backgrounds of Collision Chaos, there are these neon light signs that seem
to have some words on them. It can be thought that these signs are supposed
to say something but they are actually really are just gibberish. Metallic Madness is artificial land It is possible that the level Metallic Madness
was artificially made by Robotnik. This can be believed with how the past variant
of the level still look entirely made of machinery compared to the other past variants of the
other levels. Floating Green Plant On the Little Planet sprite map, there is a floating island that can be seen. It is unknown what this floating island is
actually supposed to be. Mercury Mine Mercury Mine was the given name of the R2
Zone through a suppose it Sonic CD 409 Prototype
that was dumped. This prototype was then found to have been
a hoax created by a Sonic fan scene member named Nemesis. Time Stones True Power It can be understood that the time stones
have the power to control time, but there is more to them than that. Since according the original Japanese manual, the time stone can help create miracles through turning a desert into a jungle or
cleaning polluted lakes. It also seems that having at least one time
stone can transport a planet back to where it was like what is shown in the bad ending of the
game. Little Planet Lore The known lore of Little Planet is that it
appears one month of every year above the never lake. The Little Planet always hosted the time stones which Robotnik eventually took hold of to
mess with the past, thus, taking it over while it is chained to a giant
rock. Little Planet Inhabitants Generally, the only known inhabitants of Little Planet are that of some small animals that Sonic
would commonly save in all of the classic games. It’s never been clear what actual people
of sort live natively on the planet but it’s most likely to be some humans through
the angel statue that’s in Wacky workbench. Little Planet Past Map The map sprite of Little Planet in the D.A
Garden has three different variants, being the Present, Good Future, and Bad Future
variant which it can change between when picking a
certain track. But through this, there is no Past variant of the Little Planet
map since you can’t listen to the past tracks
in the D.A Garden with how they are not CD quality tracks. It is possible that there could be a past
variant made but was never used. Peel Out + Pause There is a glitch in the original Sega CD
version of the game where if you super peel out next to a wall
then pause, then hold down-right, unpause to have sonic
move a bit crouching, pause again now holding up-right, then unpause and you would be able to go through
a wall. It seems that people have originally thought
that this glitch was only possible through using a tool assist. Act 2 of Stardust Speedway and Metallic Madness
are between present and bad future This entry is technically more related to
Sonic Mania but I decided to have this be part of the
iceberg anyway. So, in act 2 of Stardust Speedway from Mania, there is a fully finished Robotnik statue
in the background of the third phase of the Metal Sonic boss. In Sonic CD, this same statue can be seen fully finished
in the bad future variant of the same zone. And in act 2 of Metallic Madness in Mania, a part of the background resembles the bad
future variant of Metallic Madness from Sonic CD. With these details from the levels, it can be believed that the act 2 versions
of these zones in Sonic Mania are between their present and bad future variants. Metal Sonic’s Mouth In the North American box art, if you look closely at Metal Sonic’s face, you can notice that he has a mouth. It looks strange isn’t it. You can also notice a possible mouth on Metal
Sonic in the European box art as well as this artwork of Metal Sonic but that one is most likely a reflection of
his own torso which could be the same with the European
box art. Sonic Heroes Parallels There are some parallels that can be found
between Sonic CD and Sonic Heroes. One is how they both include Metal Sonic. Another is how there is a kidnapping done
by Metal Sonic in both games, with one being for Amy while the other is
for Chocola and Froggy who were thought to have been taken by Eggman. One bigger parallel between the two games
is the number of levels the games technically have. Sonic CD has seven Zones with two rounds and
a third one with as boss. Sonic Heroes mainly has fourteen levels with half of then basically being like second
acts of one another, such as with Seaside Hill and Ocean Palace. You can also consider how in Sonic CD, every two rounds of each zone have four different
versions of it and in Sonic Heroes, every level technically has four versions
of this with the four different teams you are able
to play as. US soundtrack is based on the compressed past
tracks It can be interpreted that the US soundtrack
was actually based on the single past tracks that were compressed and already made by the
Japanese composers. This can be case through comparing the present
tracks and future tracks to the past tracks and noticing how they actually sound like
remixes of those same past tracks they are a part of. For a simple example, the US Palmtree Panic tracks seem to arrange
the four main melodies of Palmtree Panic Past separately between the present and future
tracks. Another point I like to mention is that it
not only seems that the US present and future tracks sound
like remixes of the past tracks but the whole soundtrack also seems to intentionally
uses instruments and composition styles that are supposed to sound like the same instruments
and composition styles from the same past tracks. For example, all of the tracks that were originally arranged
by Sterling Crew (which includes Collison Chaos, Metallic Madness,
and the boss music) all seem to generally be arranged with instruments
and a composition style similar to the past tracks of Collision Chaos
and Metallic Madness. I have a seven-part video series on my channel where I try to explain every similarity I
can find between the tracks and also a past styled US track remixes on
my channel that are meant to demonstrate more of how
the US soundtrack sounds like the past tracks with its instruments that it uses. I have emailed the composer Spencer Nilsen
before about this and he basically said that he didn’t know
about the music tracks while working on the soundtrack, which I feel no matter what he has said here
is fully true or not, I still think this is an interesting concept
to look into. Sandy Marton – People from Ibiza Sandy Marton. You probably heard of this song artist before. But in case you haven’t, Sandy Marton is Croatian music artist who
made plenty of Italo disco songs in the 80s that were released across Europe. One of his songs that became more well known
in recent years was Camel by Camel, which more people have known the song’s
existence through it being featured in an adult animation
of an Animal Crossing character Ankha, that was originally made by Zone-Sama and
became a meme back in 2021. Some people have thought that this music track
that was used sounded like the music of the US soundtrack
of Sonic CD. Well interestingly, for one of Sandy Marton’s other songs (specifically
one called People from Ibiza), it sounds very similar to the US Tidal Tempest
present and good future tracks. Don’t they sound very similar? Honestly, I’m not sure how likely it is that the US
composers were inspired by the same music made by Sandy Marton, but if they actually were, then that means that the US soundtrack was
inspired by music that no one outside of Europe knew of until one of the music tracks was featured
in an adult Animal Crossing animation that became a meme. Now let’s move on to the final level of
the iceberg which is Final Fever. Sonic Commits Suicide Some people have believed that when Sonic
says “I’m outta here” and then jumps off the screen, he actually kills himself with how he loses
all of his lives and the game over text popping up. Metal Sonic is Sonic Roboticized There is a whole theory that the character
Metal Sonic is a roboticized version of Sonic. The main reason people have thought about
this is with how the bad future version of Stardust Speedway appears in both the Metal Sonic boss in Generations
and the opening of Sonic 4: Episode Metal. With how this version of the level has appeared
canonically in two different Sonic titles, People think that there was originally a bad
future timeline that Sonic went through and was defeated by Robotnik, most likely at Stardust Speedway. Sonic was then roboticized and sent back to
the past to face the normal Sonic while also kidnapping Amy. This theory is most likely not true since it’s never been stated that Robotnik
was able to travel to the past himself and the only he was able to affect the past
was by using his robot teleporters to teleport
his badniks into the past. And also, this plan for Robotnik wouldn’t really make
sense, since he would have already defeated Sonic
and be able take over Little Planet in its entirety. Little Planet Is Alive It seems that some people think that the Little
Planet is alive. This is probably because of how it is able
to appear on earth for one month in a year but I’m really sure how likely this could
be. The game was supposed to end in Stardust Speedway Within the ending, as Sonic and Amy are escaping, you can see a Robotnik statue that is the
same one in Stardust Speedway. The ending also has the last clip be Sonic
racing against Metal Sonic in Stardust Speedway that also have the same Robotnik statue in
the background. With these details of the ending in Sonic
CD it can be thought that Stardust Speedway was meant to be the last zone of the game, which I think is pretty unlikely. Sonic Forces Parallels It seems that some people out there think
that the game Sonic Forces has some parallels with Sonic
CD. The only type of parallels I can think of
with this is how in the game’s plot, Eggman invaded all around Sonic’s world (which was meant to be world separate from
a human world like how Little Planet was) and how this game introduced the character
infinite who is like a helper of Eggman like how Metal
Sonic was in CD. Also, with this, you can probably connect the character Infinite
with the secret “Fun is Infinite” screen but there really isn’t a strong connection
between the two besides the wording of the screen message. Sonic in “Fun is Infinite” secret is actually
Mario Some people think that Sonic in the background
of the “Fun is Infinite” screen is actually Mario, with how he looks like he has a mustache. This is obviously not likely true. Real-Life bad future is canon We (meaning in real life) might very well
be living on a bad future, through how much pollution is being spread
everywhere, on land, in the air, and in the ocean. And there is also the harm that has happened
towards wildlife through them losing their habitats with something
like forest fires or simply having some infrastructure being
built around them. What is happening in the bad future versions
of the zones in Sonic CD entails much of the growing environmental
issues we are facing in real life. And to end this iceberg is an obvious joke
(especially after the last entry). Every copy of Sonic CD is personalized… because why not. Or actually, what if every copy of Sonic CD is indeed personalized? Maybe that explains why this seems to be such
a polarizing game. Why some people see the game as a mess while other have played through it fine as
any other classic Sonic game. Maybe this is why people have argued about
which the soundtracks being either good or bad or not fitting with
the game. Maybe this is why I seem to be the only person
who seems to sees the US soundtrack fitting well with the compressed past tracks because the game personalized itself to make
the entire soundtrack sound more cohesive to me. Sorry if I sounded frustrated. And that is it for the Ultimate Sonic CD Iceberg. I know there might still be some missing entries
on here but I do feel that I have added as much entries
in regards to this game as possible which for some of them I have to credit the
previous Sonic CD icebergs that have been made by other people. Let me know what you think about this iceberg
and how I have explained it. I will say it again that you can view this
same iceberg on the iceberg charts website, which the link of it is in the description. Anyway, this has been SWAP and I am out of here.