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Sonic the Hedgehog CD/Development

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Sonic the Hedgehog CD went through many ideas and changes during the development process. What follows is a collection of items related to the game's development.

Development process

Part of the pencil test for the Sonic the Hedgehog CD animation sequences.

Although Yuji Naka and Hirokazu Yasuhara had gone to San Francisco to help mentor the newly-hired employees of the Sega Technical Institute and lead the development of Sonic the Hedgehog 2, Sonic creator Naoto Ohshima chose to stay behind in his native Japan, ready for his next assignment. Meanwhile, Sega of Japan, in preparation of the launch of their console add-on the Mega-CD, knew they wanted some sort of Sonic the Hedgehog title on the console to headline its existence, hoping its premier franchise would cause the new technology to be a success. At first, the company considered simply to develop an enhanced version of either the original Sonic the Hedgehog or of the upcoming Sonic 2, a practice that would shape much of the Mega-CD library in the years that followed. For one reason or another, however, it was decided that instead of porting an existing title, a new entry in the Sonic series would be developed from the ground up, which could take full advantage of the capabilities of the Mega-CD.

Once the decision was made, it didn't take long for Sega to involve Naoto Ohshima, making him the Director of the project and giving him free reign. Not wanting to make a game that was essentially the same as Sonic the Hedgehog 2, Ohshima contacted Yuji Naka and other members of the Sega Technical Institute during the initial planning stages, where both teams exchanged information about what the other wanted to do. It was during these early moments that Sonic CD started to take shape, Hiroyuki Kawaguchi becoming the art director and helping to shape the worlds of the game. Although comparisons can be made between the levels in the first Sonic the Hedgehog and its CD sequel, Kawaguchi made sure to make them visually stunning, standing out from anything that had yet been seen in the franchise.

Although the Sonic 2 team briefly considered the idea of time travel as a play mechanic, Ohshima fully embraced the concept, being in love with the idea of having the level Sonic was running in to suddenly change around him, the player instantly being warped to a different place. When time came to program the "Time Warp" sequences, however, the lead programmer Matsuhide Mizoguchi claimed that it was impossible to do such a thing on the hardware, and instead a "loading sequence" had to be created, the brief moment where Sonic can be seen flying through a green background with stars encircling him. Though Ohshima kept on pushing the programming team to find a way to circumvent this added screen (wanting the time travel to more resemble the instantaneous movement in Back to the Future), the programmers could not find a way to modify Naka's original code to create the desired effect. Years later, when Ohshima reflected back, he felt more than confident that if Naka had been the chief programmer on Sonic CD that he would have been able to find a solution, certain in his skills when it came to developing code.

Another element that Ohshima wanted to include was the expansion of Sonic's cast of characters, wanting to provide not only a new protagonist but an enemy that could be marketed on the same level as Dr. Eggman. The game's visual designer, Kazuyuki Hoshino, was tasked with creating the designs of these two new characters for the game. The first of these, Amy Rose, was actually created previously for the Sonic the Hedgehog manga. Wanting a twist on the standard kidnapping/romance scenario that had become a cliché in the gaming world, Amy was meant to be the one infatuated with Sonic, the blue hedgehog never showing any emotion back at her, his going to rescue her simply being another task to foil Eggman. The second new face in the game, Metal Sonic, was designed to be a sleek mechanical doppelgänger of the lead character, as opposed to the clunky Mecha Sonic that was drawn up for Sonic the Hedgehog 2. It may be because of this simple yet catching design, as well as his extensive use in advertising materials for the title, that allowed this robotic copy of Sonic to outlast the others.

The extended ending animation.

While never mentioned in any magazine (and wouldn't be discovered until the PC port in 1996) Sonic CD did have its own collection of missing elements, much as its co-existing Mega Drive sibling. Though Sonic the Hedgehog 2's scrapped levels like Hidden Palace Zone and Desert Zone became the stuff of legend due to their extensive game journalism coverage, little is known for certain about Dubious Depths, commonly known to the Sonic-community as simply "R2". The Taxman, the developer of the 2011 remake of Sonic CD, has released concept art of Dubious Depths in the Sonic CD developer's diary, including art of the antlion enemy from the uncut extended ending video, likely meaning that the area it is found is the same round. Some enemy sprites from the round have also been shared. Before this was known, there was quite a bit of speculation as to what "R2" could have been, as the level was removed at some point before the earliest known prototype.

Though a Sonic title, the team did not receive nearly as much pressure from Sega as the team responsible for Sonic the Hedgehog 2, as Ohshima would recount:

“ Sonic CD wasn't Sonic 2; it was really meant to be more of a CD version of the original Sonic. I can't help but wonder, therefore, if we had more fun making CD than they did making Sonic 2 [because we didn't have the pressure of making a "numbered sequel"]. „

— Naoto Ohshima, Director of Sonic the Hedgehog CD[1]

Released in Japan on September 23rd, 1993, the game would retroactively go on to be considered the killer app for the Mega-CD, even though its existence did not cause the add-on to take off as Sega had hoped.

Localization

File:SonicCD MCD US manual.pdf For the North American Sega CD release, Sega of America reworked Sonic CD's English-language story (as found in the manual) to align more closely with the branch's existing Western continuity and Saturday morning television series, such as describing Little Planet as a tiny world that orbits around Mobius and exclusively referring to the antagonist as Dr. Robotnik. However, the most infamous story localization was that of Amy Rose, who was renamed Sally Acorn in the American manual to further tie into DIC Entertainment's television series. Sega Europe's Mega-CD version retained the same broad story framework and terminology used in North America but removed the Princess Sally substitution.

The largest change made by Sega of America's management, however, is the North American version's newly composed soundtrack. Created by Spencer Nilsen and his small audio team in the span of about a month to distinguish itself from the original score's club music-heavy themes, the differing soundtracks have remained a point of contention among the Sonic fanbase.

Music and sound

Japanese and European soundtrack

Sonic the Hedgehog CD was Sega's first Sonic title to exploit the Mega-CD's ability to stream CD-DA audio rather than rely solely on the Mega Drive's FM and PSG sound hardware. According to composer Naofumi Hataya, sound director Yukifumi Makino, and other staff, the company treated the project as an opportunity to move beyond "normal" game music and aimed for music indistinguishable in quality from contemporary commercial CDs, allocating a comparatively large audio budget to do so.[2] The composers were provided advanced sound equipment like the Korg 01/W, Korg Wavestation, Roland JD-800, E-MU Systems Proteus MPS Plus Orchestral, and some Ensoniq sound cards.[3]

Following the precedent of hiring Masato Nakamura of Dreams Come True for the franchise's first two Mega Drive entries, Sega turned to Being, one of Japan's dominant music production companies at the time, to debut the series' Mega-CD outing with a pair of vocal themes. Being arranged for singer Keiko Utoku (formerly of the J-pop idol group Mi-Ke) to perform the opening and ending themes, while Casey Rankin of the Japanese pop band Shogun provided lyrics and rap parts; Rankin also brought in two session singers for early demo takes, which Hataya recalls as his first exposure to high-end professional vocal production. Portions of the in-game score were also tracked and mixed in Being's pre-production rooms, giving Sega's internal sound staff a crash course in mainstream record industry workflows.[2]

Sonic the Hedgehog CD strived to bring trendy, high-quality club music to the Sonic franchise.

Hataya and co-composer Masafumi Ogata's early demo themes for Sonic CD were initially rejected by director Naoto Ohshima, who, in Hataya's words, was a "concept devil" and pushed them to come back with a much stronger conceptual basis rather than "close enough" songs. The turning point came when the composers reframed the entire score around the sound of early-1990s club culture. Hataya notes that Sonic had become a style icon in the United Kingdom - turntable slipmats and fashion magazines were using Sonic imagery - and that techno and house were beginning to penetrate the Japanese mainstream while already being the most familiar music to Sega's composers. From that point, they committed to building Sonic CD's soundtrack out of club music in a broad sense, using heavy dance inspirations and groove-based composition. This club-based conceptual reset was tied directly to the game's time-travel mechanic. Hataya describes how the idea of time travel informed the musical palette, using mechanical, heavily industrial textures for Robotnik's polluted Bad Futures, and more organic, "ecology"-flavored arrangements for Good Futures where nature had not been overrun.[2]

Once the club music concept was approved, Hataya re-pitched his original demo themes using sampled voices in place of a real singer, deliberately chopping them into "hiccupy" phrases to give the demo a unique sound and to reinforce the game's techno-inspired music by using sampling as a core soundtrack theme. After he laid out this conceptual framework, Ohshima approved this sample-based musical direction and allowed the team to proceed.[2] For the vocal themes "Sonic - You Can Do Anything" and "Cosmic Eternity - Believe in Yourself," the composers and Being's staff produced full studio recordings with Utoku and Rankin, using Being's professional pre-production facilities.[4] Hataya recalls this period as consisting of long days writing new tracks at Sega and nights spent commuting to Being's external studio to record them - constantly maxing out the memory of the studio's samplers as they refined their ideas. The experience reinforced for him that, once CD-DA removed most technical limits on fidelity, game music became "a pure battle of ideas," with Sonic CD acting as a formative project in teaching him the importance of rigorous conceptual design in composition.[2]

A notable structural decision was to move the Past mixes away from CD-DA audio and back into sequenced Mega Drive-based PCM. According to sound director Yukifumi Makino, the intent was to use "cheaper" sounds in the game's Past stages to evoke the atmosphere of a "prehistoric religion," contrasting sharply with the polished house and techno textures of the other time periods.[4] A December 1992 prototype build contains an earlier version of Palmtree Panic where the Past track is still stored as CD-DA audio with higher-quality instruments,[5] suggesting that the shift to sequenced Past music occurred mid-development, potentially in response to CD storage space or content-planning constraints.

List of audio sources



Unfinished.svg This list is incomplete

The following list has been marked as incomplete. If you can, please complete it.

Act Composer Audio sources
"Palmtree Panic" Naofumi Hataya
  • Original vocals: Sega office girls ("Woo", "Yay" vocals)[6]
"Palmtree Panic "G" mix" Naofumi Hataya
  • Naoya Matsuoka - "One Last Farewell (Re-Take)" (drumloop)[7]
  • Original music: "Palmtree Panic" ("Yay" vocals)[6]
  • Sound Ideas - "Children - Schoolyard: Playing and Yelling, Ambience, Playground 01" (ambient vocals)
"Palmtree Panic "B" mix" Naofumi Hataya
  • Sound Ideas - "Space, Voice - Countdown Start: 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, Launch, Electronic, Computer" ("Three", "Two", "One" vocals)
  • Naoya Matsuoka - "One Last Farewell (Re-Take)" (drumloop)[7]
  • Original music: "Palmtree Panic" ("Yay", "Woo" vocals)[6]
"Collision Chaos" Masafumi Ogata
  • N.W.A - "Parental Discretion Iz Advised" ("Three", "Two", "One", "Kick it" vocals)[8]
  • Art of Noise - "Close (To the Edit)" ("Hey" vocal)[8]
"Collision Chaos "G" mix" Masafumi Ogata
  • L.A. Style - "James Brown Is Dead" (synth)
"Collision Chaos "B" mix" Masafumi Ogata
  • Grandmaster Melle Mel - "White Lines (Don't Don't Do It)" ("Bass" vocal)[9]
  • Simon Harris - "FX & Scratches (Vol. 3)" ("Uh" vocal)[9]
"Tidal Tempest "G" Mix" Masafumi Ogata
  • Simon Harris - "104 BPM Garibaldi Beats" (beat)[10]
"Tidal Tempest "B" mix" Masafumi Ogata
  • Problem House - "The Party Zone" (hook)[11]
  • Angel Ice - "N'Aie Pas Peur" (hook)[11]
"Quartz Quadrant "G" mix" Naofumi Hataya
  • Akai Professional - "Akai Sound Library Volume 2: Partition B - 1045 BRQ.STR - STRING SECT1" (unknown)[7]
"Quartz Quadrant "B" mix" Naofumi Hataya
  • Kiss - "Hotter Than Hell (Live)" ("We're gonna get this place" vocal)[12]
  • The Stone Roses - "Fools Gold" (drums)[12]
  • Outrage (Pure Bhoomie) - "Religious B-Boy" (small vocal bits)[12]
"Wacky Workbench" Masafumi Ogata
  • T La Rock and Jazzy Jay - "It's Yours" (unknown sample)[13]
  • New Edition - "Superlady" (unknown sample)[13]
"Wacky Workbench "G" mix" Masafumi Ogata
  • Polestar Magnetics - "The X-Static Goldmine: CD 2 Track 53 Robot 5" ("Perfect techno" vocal)[14]
"Wacky Workbench "B" mix" Masafumi Ogata
  • T99 - "Anasthasia" (unknown sample)[15]
  • Indeep - "Last Night a D.J. Saved My Life" (unknown vocals)[15]
"Stardust Speedway" Naofumi Hataya
  • DJ Grand Wizard Theodore and The Fantastic Five - "Fantastic Freaks at the Dixie" ("Turn it up" vocal)[16]
  • Kurtis Blow - "AJ Scratch" ("Hit it" vocal)[16]
  • Akai Professional - "East West - Dance Industrial Volume 5: Partition C - FX 20 + 21" ("Get", "Down" vocals)
  • Shakatak - "Walk the Walk" (hook)[16]
  • War - "Me and Baby Brother" ("Hey, hey, yeah" vocal)[16]
  • Miami - "Hey Ya'll, We're Miami" (guitar hook)[16]
  • Sound Ideas - "Siren - Ambulance, Fire, Police, Foreign - 3" (siren)
  • Beside - "Change the Beat (Female Version)" (record-scratched digitized gasp)[16]
  • The Scientist - "The Exorcist DJ. Mix (Ya-Ya Mix)" (drums)[16]
"Stardust Speedway "G" mix" Naofumi Hataya
  • Kool & the Gang - "Jungle Jazz" (drums)[17]
  • War - "Me and Baby Brother" ("Hey, hey, yeah" vocal)[17]
"Stardust Speedway "B" mix" Naofumi Hataya
  • Sound Ideas - "Siren - Ambulance, Fire, Police, Foreign - 3" (siren)[18]
  • Jocelyn Brown - "Love's Gonna Get You" (chopped "I've got the power" vocal)[18]
  • Kurtis Blow - "AJ Scratch" ("Hit it" vocal)[18]
  • War - "Me and Baby Brother" ("Hey, hey, yeah" vocal)[18]
  • Beside - "Change the Beat (Female Version)" (record-scratched digitized gasp)[18]
  • Akai Professional - "East West - Dance Industrial Volume 5: Partition C" ("Get", "Down", "Uh" vocals)
"Metallic Madness" Naofumi Hataya
  • Quadraphonia - "Quadraphonia" ("All systems activated" vocal)[7]
  • The Stone Roses - "Elephant Stone (Extended Mix)" (drums)[19]
"Metallic Madness "G" mix" Naofumi Hataya
  • Eric B. & Rakim - "No Omega" (drums)[20]
"Metallic Madness "B" mix" Naofumi Hataya
  • Sound Ideas - "Space, Voice - Warning..Warning..Warning..Warning..Warning, Electronic, Computer, Alarm" ("Warning" vocal)
  • Quadraphonia - "Quadraphonia" ("All systems activated" vocal)[7]
  • Original vocals: Macintalk ("You can't do anything so don't even try. Get some help.", "Don't do what Sonic does.", "Sonic, dead or alive, is mi-mi-mine" vocals)
"Boss!!" Naofumi Hataya
  • Zero-G - "Datafile Two: Track 73" (guitar hook)[21]
  • The Stone Roses - "Fools Gold" (drums)[21]
  • Sound Ideas - "Crowd, Angry, Riotous - Angry Crowd Yelling" (crowd vocals)
  • Xavier - "Work That Sucker to Death" ("Work that sucker to death, come on now" vocal)[21]
  • Original vocals: Steve (Sega employee, spoken segment)[22]
  • Coldcut - "Fat (Party & Bullshit)" (Jamaican vocal)[21]
  • Daddy Freddy - "Haul & Paul Badboy" (record backspin)[7]
  • Daddy Freddy - "Intro" ("Yo, Freddy" vocal)[7]
  • De La Soul - "Pass the Plugs" ("This time, put it." vocal)[7]
  • Daddy Freddy - "Talking Beatbox (feat. Pat Kelly)" (Jamaican vocal)[7]
"Invincible!!" Masafumi Ogata
  • Sound Ideas - "Space, Voice - Countdown Start: 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, Launch, Electronic, Computer" ("Four", "Three", "Two", "One" vocals)
"Zone Clear" Naofumi Hataya
  • Original music: "Cosmic Eternity - Believe in Yourself" (backing track and vocals)
"Game Over" Masafumi Ogata
  • Original music: "Sonic - You Can Do Anything" ("Toot toot Sonic warrior", "Go again" vocals)
  • Janet Jackson - "Interlude: Hey Baby" (laugh vocal)
"Special Stage" Masafumi Ogata
  • Polestar Magnetics - "The X-Static Goldmine CD 2: Science Fiction 1 - Passing Asteroid" (unknown)[7]
  • Polestar Magnetics - "The X-Static Goldmine CD 2: Far Out - Sylvain" (unknown)[7]
"Little Planet" Masafumi Ogata
  • 808 State - "Pacific State" (unknown samples)[23]
"Stardust Speedway "P" mix" Naofumi Hataya
  • Beside - "Change the Beat (Female Version)" (record-scratched digitized gasp)[24]
  • War - "Me and Baby Brother" ("Hey, hey, yeah" vocal)[24]

North American soundtrack

For the North American market, Sega of America replaced the game's original music with a new soundtrack produced in-house by the company's Sega Multimedia Studio - a technologically-advanced division specializing in CD-based development - under composer and music team head Spencer Nilsen.[25][26] One of Nilsen's first projects with the studio, he recalls that Sega of America's marketing department wanted "something a little more musically rich and complex" (along with an unique vocal theme they could leverage in promoting the game), and that this difference in philosophy led to an almost complete rescore[26] - a change which management would accommodate by delaying the game's stateside release by one month, despite the NTSC version being ready for release. Despite the short timeframe, Multimedia Studio was ready for the job, boasting largely the same audio equipment as their Japanese counterparts.[3]

“ It was a lot of long days and nights in the studio, and because we had such a short turn-around on the project, we worked quickly and when we had something we liked, we recorded it instantly. My longtime collaborator, David Young, a fantastic musician, producer, and engineer in his own right, was so key to the success of that project, because he was able to help me write, arrange, and record on the fly, so that nothing got left behind. It’s easy to lose that important creative spark if you’re mired in technical challenges, and Dave is a very even-keeled professional, with a wicked sense of humor. When things would get too intense, Dave would crack us up with something completely obscure and hilarious. He is one of my favorite creative partners because he brings so much to the table – composing, playing, engineering, mixing – you name it and he does it well! „

— Sega Multimedia Studio composer Spencer Nilsen[26]

Sega Multimedia Studio's recording facilities

Nilsen led the composition of the bulk of the North American stage and event music, with bassist Bobby Vega, multi-instrumentalist and producer David Young, and guitarist Erik Frykman providing key instrumentation and arrangement support.[27] In particular, Nilsen emphasizes Young's role as a technical and musical "right hand," describing how the two of them would write, arrange, and record parts on the fly to avoid losing creative momentum during a tight production schedule. He also mentions that the team often worked long days and nights to meet their already tight deadlines, with his small team tasked to recompose the game's soundtrack in about a month.[26][27] Keyboardist and synth-programmer Sterling Crew, formerly of the band Santana, was also contracted by Nilsen to provide a "different" sound, contributing several tracks for the project.[28] Santa's former percussionist Armando Peraza was also brought onboard, contributing percussion samples.[29]

The American opening and ending theme, "Sonic Boom" was composed and produced by Nilsen performed and written by the San Francisco jazz vocal trio Pastiche, consisting of Sandy Cressman, Jenny Meltzer, and Becky West.[30] Nilsen characterizes their inclusion as an experiment that worked well: with the introduction of the games' first female character Amy Rose, he felt that female voices acting as a subliminal chorus around Sonic's journey through the game would be an effective hook[26] - ultimately using Pastiche's background vocals in a number of the game's stages. Another of the game's voices, the laugh samples heard in the boss theme, were recorded by David Young's roommate at the time, an individual named Leonard DiCosimo. [3] However, due to the rushed nature of the project, a portion of the project - particularly Sterling Crew's tracks - are primarily constructed around pre-built samples, with one track (Metallic Madness) even being largely lifted from the Korg Wavestation track "New World Man".[31]

Stylistically, the North American soundtrack marks a departure from the overt club music framing of the original score and toward a more atmospheric, World music sound, with longer ambient textures and melodic motifs that lean closer to rock and fusion than to house or techno.[27] Nilsen, for his part, appreciates the original score and argues that the two soundtracks represent "completely different musical philosophies and approaches" rather than a simple case of one replacing the other, noting that both versions have attracted dedicated followings among the Sonic fanbase.[26]

Sprites

Animation concept art

Unless otherwise noted, all of the artwork shown here is by Hisashi Eguchi, the chief key animator of Sonic CD's opening and ending animations. He was in charge of animating cuts 1-9 for the opening and cuts 11, 12 and 14 for the ending. He then corrected all of the drawings done by the other animators for the rest of the cuts.

Character Model Sheets

Storyboards

Key animation

Animation cels

Opening

Ending

Character designs

Unless otherwise noted, the images below were drawn by Kazuyuki Hoshino, character designer for Sonic CD.

Enemy sketches

Boss concepts

Miscellaneous artwork

Prototype screenshots

Yuusei Sega World

Sega released a handful of screenshots of Sonic CD during the Yuusei Sega World event. The game was playable on the show floor so it was also possible for publications to take their own screenshots, however the following is thought to have come directly from Sega.

All of these images are consistent with the 1992-12-04 prototype, which is believed to have been the version playable at the event.

Other screenshots

Opening animation

Palmtree Panic

Collision Chaos

Tidal Tempest

Special Stage

Bonus Round

See also

External links

  • Sonic CD - Developer Diary - Produced to help advertise the 2011 remake, Kazuyuki Hoshino talks about the development of the game, flipping through notebooks filled with concept art.

References

  1. ↑ Naoto Oshima interview by Gamasutra (December 4, 2009)
  2. ↑ 2.0 2.1 2.2 2.3 2.4 https://browniehideout.wordpress.com/2011/11/23/sonic-the-hedgehog-cd-original-soundtrack-20th-anniversary-edition-cd-commentary/ (Wayback Machine: 2025-07-30 20:10)
  3. ↑ 3.0 3.1 3.2 https://www.reddit.com/r/SonicTheHedgehog/comments/yayle8/sonic_cd_us_game_over_laugh_source
  4. ↑ 4.0 4.1 https://shmuplations.com/soniccd/ (Wayback Machine: 2025-09-05 22:56)
  5. ↑ Sonic the Hedgehog CD (Mega-CD prototype; 1992-12-04)
  6. ↑ 6.0 6.1 6.2 https://browniehideout.wordpress.com/2016/06/22/sonic-the-hedgehog-25th-anniversary-selection-cd-commentary/
  7. ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o
  8. ↑ 8.0 8.1 https://www.whosampled.com/Naofumi-Hataya/Collision-Chaos/
  9. ↑ 9.0 9.1 https://www.whosampled.com/Naofumi-Hataya/Collision-Chaos-(Bad-Future)/
  10. ↑ https://www.whosampled.com/Spencer-Nilsen/Tidal-Tempest-%E2%80%9CG%E2%80%9D-Mix/
  11. ↑ 11.0 11.1 https://www.whosampled.com/Masafumi-Ogata/Tidal-Tempest/
  12. ↑ 12.0 12.1 12.2 https://www.whosampled.com/Naofumi-Hataya/Quartz-Quadrant-B-Mix/
  13. ↑ 13.0 13.1 https://www.whosampled.com/Naofumi-Hataya/Wacky-Workbench-(Present)/
  14. ↑ https://www.whosampled.com/Masafumi-Ogata/Wacky-Workbench-Good-Future/
  15. ↑ 15.0 15.1 https://www.whosampled.com/Masafumi-Ogata/Wacky-Workbench-B-Mix/
  16. ↑ 16.0 16.1 16.2 16.3 16.4 16.5 16.6 https://www.whosampled.com/Naofumi-Hataya/Stardust-Speedway-(Present)/samples/
  17. ↑ 17.0 17.1 https://www.whosampled.com/Naofumi-Hataya/Stardust-Speedway-Good-Future/
  18. ↑ 18.0 18.1 18.2 18.3 18.4 https://www.whosampled.com/Naofumi-Hataya/Stardust-Speedway-(Bad-Future)/samples/
  19. ↑ https://www.whosampled.com/Naofumi-Hataya/Metallic-Madness-(Present)/
  20. ↑ https://www.whosampled.com/Naofumi-Hataya/Metallic-Madness-(Good-Future)/
  21. ↑ 21.0 21.1 21.2 21.3 https://www.whosampled.com/Naofumi-Hataya/Robotnik/samples/
  22. ↑ @Mazin__ on X (Ghostarchive)
  23. ↑ https://www.whosampled.com/Naofumi-Hataya/Little-Planet/
  24. ↑ 24.0 24.1 https://www.whosampled.com/Naofumi-Hataya/Stardust-Speedway-(Past)/
  25. ↑ https://www.imore.com/gaming/for-me-sonic-cd-isnt-just-a-sequel-sonics-designer-speaks-to-imore-for-its-30th-anniversary (Wayback Machine: 2025-07-16 10:11)
  26. ↑ 26.0 26.1 26.2 26.3 26.4 26.5 Interview: Spencer Nilsen (2008-12-09) by Sega-16
  27. ↑ 27.0 27.1 27.2 https://tailschannel.com/features/analysis/sonic-cd/ (Wayback Machine: 2025-02-10 19:07)
  28. ↑ https://forums.sonicretro.org/threads/sonic-cd-sterling-found.27268/#post-647350 (Wayback Machine: 2025-11-25 04:49)
  29. ↑ http://www.salsaweb.com/music/articles/peraza_cm.htm (Wayback Machine: 2001-01-10 20:41)
  30. ↑ Interview: Sandy Cressman (2005-09-09) by Sega-16
  31. ↑ @lazygecko.bsky.social on Bluesky (Wayback Machine: 2025-11-25 04:32)
  32. ↑ [Sonic Retro Sonic CD now out for everything except Nintendo consoles, post #1707 by The Taxman Sonic Retro Sonic CD now out for everything except Nintendo consoles, post #1707 by The Taxman]
  33. ↑ File:DengekiMD JP 06.pdf, page 45
  34. ↑ 34.0 34.1 34.2 File:Famitsu JP 0212-0213.pdf, page 226
  35. ↑ 35.0 35.1 File:Famitsu JP 0212-0213.pdf, page 227
  36. ↑ File:DengekiMD JP 08.pdf, page 45
  37. ↑ File:DengekiMD JP 03.pdf, page 149
  38. ↑ 38.0 38.1 File:DengekiMD JP 03.pdf, page 45
  39. ↑ File:DengekiMD JP 07.pdf, page 45
  40. ↑ File:DengekiMD JP 05.pdf, page 45
  41. ↑ File:DengekiMD JP 04.pdf, page 45
  42. ↑ File:SegaForce UK 16.pdf, page 12
  43. ↑ File:GameFan US 0107.pdf, page 44


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