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Sonic Origins/Sonic CD

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This is a sub-page of Sonic Origins.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Sonic Origins uses the Sega Forever version of Sonic CD as a basis, with numerous differences, improvements, and changes when compared to the original 2011 remaster.

General Differences

  • The Origins version uses a pixel-art version of the Sega logo (from Title.gif, which is not used in the original remaster), instead of their modern vector logo. The Christian Whitehead and Sega logos from the original remaster are not displayed, but are still present in the game files.
2011 Remaster Origins
SonicCD2011-PC-SEGA.png Sonic-CD-Origins-SEGA-Logo.png
  • A "© SEGA" copyright notice has been added to the bottom-right corner, using the small font from Sonic 2 and Sonic 3 & Knuckles. "Press Start" has also been changed to "Press Button", like in the Sega Forever rerelease.
  • Most of the menu system from Sonic CD's 2011 remaster has been ditched in favor of something more closely resembling the menu system used in the original Sega CD and Windows 95 versions, although the entire menu system from the 2011 version remains in the files and choosing other options still uses some of the 2011 menu layout.
    • The 2011 remaster menu can still be entered if the player completes Boss Rush and enters it again.[1]
    • Possibly due to the existence of Classic Mode, the names of the menu sections themselves are not displayed (example below), although their sprites are still present in the game files.
2011 Remaster Origins
Sonic CD (2011)-title.png SonicCD-Origins-Title.png
(Source: Sonic Retro)
  • The "Settings" section is taken from the Sega Forever re-release rather than the PC / Consoles version or the original mobile version. In the Origins version, all options except for Spin Dash have been removed.
    • The MetalSonic.gif file is missing from this version of the game.
2011 Remaster (Original Mobile) 2011 Remaster (Sega Forever)
SonicCD-OriginalMobile-Settings.png
SonicCD-Classic-Settings.png
2011 Remaster (PC / Consoles) Origins
Sonic-CD-2011-PC-and-Consoles-Settings.png
Sonic-CD-Origins-Options.png
  • In Anniversary Mode, the style of life/coin icon and the number font used has been changed to the ones used in Sonic 1 and 2.
2011 Remaster (PC / Consoles) Origins
Sonic-CD-2011-TidalTempest1PC.png
SonicCD-Origins-LifeSection.png
  • Classic Mode is the same as Anniversary Mode, but uses the life system from the original game and a 4:3 aspect ratio. In the original PC version, the player can also play in 4:3 aspect ratio, but this is done only through setup.exe (a special installer for window size and mode).
    • This mode only works in resolutions from 640x480 to 1152x864 pixels and with black bars on the sides screen or letterbox in Origins version. Starting at 1152x864 pixels, the game runs in a 16:9 aspect ratio.
Sega CD 2011 Remaster (PC, using setup.exe) / Origins
SonicCD-SegaCD-R3A-BG.png SonicCD-2011-4x3-Mode.png
  • Since Continue icons are no longer displayed on the pause screen (as they were in the 2011 remaster), they are now only displayed on the Time Stone screen in Classic Mode.
  • Sonic CD has a slightly wider field of view in its aspect ratio,[2] while the Special Stages use a lower pixel resolution to match the rest of the assets.[3]
  • The opening and ending cutscenes for Sonic CD have been remastered using a mixture of AI upscaling and manual cleanup, and are now always presented in 4:3 (as in the mobile versions) rather than using the PC/console release's 16:9 crop. The ending uses the Sonic Mega Collection version's faster animation timing. New fonts are also used in the ending scenes. The introduction's framing error was also corrected in the opening.[4]
  • The Try Again, You're Too Cool, and Ending Intro (when using the Japanese soundtrack) videos are now played without sound, as its music (SCD_MOV2_Ending for the Japanese/European soundtrack, and SCD_MOV2_Ending_E for the North American soundtrack) is designed to play over only the ending itself. In both the original and remaster, the video track is stored along with these audio files. Furthermore, the track lasts longer in both the original remaster and the original game, so these scenes have no audio in the Origins version.
Name 2011 Remaster Origins
Ending Japan
Ending USA
  • The ending credits now include the additional staff from the US version, as well as the porting team and the staff responsible for remastering the cinematics.
    • The 2011 version relegated the porting team credits to Tails' ending and left out the credits altogether.
  • All voice clips have been removed; gaining an extra life or coin now plays the same sound effect used when destroying a robot transporter or collecting a Time Stone.
    • In the 2011 remaster, this was only the case for Tails and Sonic still used his original voice clips.
  • The Sound Test code PCM: 32/DA: 8 still shows the Desert Dazzle image and enables the Level Select menu, but Tails can no longer be selected through this method, making him unplayable in Classic Mode. It is also no longer possible to start a game through the Level Select menu with all Time Stones obtained.

Music Changes

  • In the Origins version, the Japanese soundtrack is much louder than the American soundtrack, which was not the case in the 2011 remaster.
  • The Japanese/European soundtrack is sourced from the Sonic the Hedgehog CD Original Soundtrack 20th Anniversary Edition album. This means it lacks the unused PCM music from prototype builds, which was used in the 2011 port. Additionally, this version restores the vocals by Keiko Utoku and Casey Rankin in the Japanese/European opening and ending themes, but uses the vocals from Sonic CD prototype 0.02 instead of the final vocals. The 2011 remaster used instrumental renditions of the Japanese/European opening and ending themes due to licensing issues with Casey Rankin's estate.
Origins / 0.02 Final 2011 Remaster
  • The US soundtrack is sourced not from the 2011 port, but from the Sega CD version. However, themes such as Tidal Tempest, Special Stage, Metallic Madness, and others have been tweaked slightly. These changes were made exclusively for the Origins version.
  • SCD_music.awb, the main source of music for the game, has several things of note.
    • The Japanese soundtrack is marked with the letter J, while the American soundtrack is marked with the letter E (presumably English) instead of US, as it was in the 2011 remaster.
    • DA27_TitleScreen_J is a duplicate of the track DA26_TitleScreen_J. In the original game, this duplicate was used for the Time Attack Mode screen.
      • Almost the exact same is the case for the US soundtrack, only here one file is used, not two, just two different names in one file.
  • The cycle in Wacky Workbench Past differs from the original, as in the 2011 Remaster.
Final 2011 Remaster Origins

Japanese Soundtrack

Name 2011 Remaster Origins Notes
Palmtree Panic (Present)
The 2011 Remaster uses a PCM sample (from the 0.70 prototype) with a different loop point, while the Album / Origins uses a different loop point.
Palmtree Panic (Good Future)
The 2011 Remaster uses a PCM sample with a different loop point, while the Album / Origins uses a different loop point.
Palmtree Panic (Bad Future)
The 2011 Remaster uses a PCM sample to simply loop the track, while the Album / Origins uses a different loop point.
Collision Chaos (Present)
The 2011 Remaster uses a PCM sample with a different loop point, while the Album / Origins uses a simple looping track.
Collision Chaos (Good Future)
The looping in the Album / Origins and 2011 Remaster is the same, except that in the Remaster the track starts a little later due to the addition of emptiness. In the Album / Origins version, the track is looped without delay.
Collision Chaos (Bad Future)
The looping is identical between the Album / Origins version and the 2011 Remaster.
Tidal Tempest (Present)
The 2011 Remaster uses a PCM sample with a different loop point, while the Album / Origins has a different loop point.
Tidal Tempest (Good Future)
The 2011 Remaster uses a PCM sample to simply loop the track, while the Album / Origins has no looping, it just fades out and replays.
Tidal Tempest (Bad Future)
The 2011 Remaster uses a PCM sample to simply loop the track, while the Album / Origins uses a different loop point.
Quartz Quadrant (Present)
The looping is identical between the Album / Origins version and the 2011 Remaster.
Quartz Quadrant (Good Future)
The 2011 Remaster uses a PCM sample with a different loop point, while the Album / Origins uses a different loop point.
Quartz Quadrant (Bad Future)
The 2011 Remaster uses last 4 seconds and repeat them to simply loop the track, while the Album / Origins uses a different loop point.
Wacky Workbench (Present)
The 2011 Remaster uses a PCM sample with a different loop point, while Album / Origins version of theme layers the beginning of the track over the end to create the impression of a smooth loop.
Wacky Workbench (Good Future)
The looping is identical between the Album / Origins version and the 2011 Remaster.
Wacky Workbench (Bad Future)
The looping is identical between the Album / Origins version and the 2011 Remaster.
Stardust Speedway (Present)
The 2011 Remaster uses a PCM sample to simply loop the track, while the Album / Origins version is unlooped, and just fades out and replays.
Stardust Speedway (Good Future)
The 2011 Remaster uses a PCM sample with a different loop point, while the Album / Origins uses a different incorrect loop point.
Stardust Speedway (Bad Future)
The 2011 Remaster uses a PCM sample, while the Album / Origins uses a simple looping track.
Metallic Madness (Present)
The 2011 Remaster uses a PCM sample with a different loop point, while the Album / Origins uses a simple looping of the track with minor changes.
Metallic Madness (Good Future)
The 2011 Remaster does not use a PCM sample, but it is looped, while the Album / Origins version is unlooped, and just fades out and replays.
Metallic Madness (Bad Future)
The loop point in the Album / Origins version and the 2011 Remaster is very different.
Boss Theme
The 2011 Remaster uses a PCM sample, while the Album / Origins version is unlooped, and just fades out and replays.
Final Boss Theme
The 2011 Remaster uses a PCM sample, while the Album / Origins uses a simple looping track.
Special Stage
The Special Stage theme is looped in Album / Origins, while in the original game and the 2011 Remaster, it is simply faded out and replayed.
D.A. Garden
The looping is identical between the Album / Origins version and the 2011 Remaster.

American Soundtrack

Name 2011 Remaster Origins Notes
Palmtree Panic (Present)
The 2011 Remaster uses a cut from the album to loop the track, while the Origins version has a completely different track structure.
Palmtree Panic (Good Future)
The 2011 Remaster uses a cut from the album and created a new cycle to loop the track, while Origins has a more simplified loop from the Sega CD version with an incorrect loop.
Palmtree Panic (Bad Future)
The 2011 Remaster uses a cut from the Album version to loop the track, while Origins has a more simplified loop from the Sega CD version.
Collision Chaos (Present)
In the 2011 Remaster, the ending was cut to loop the track, while the Origins version of the theme doesn't loop properly.
Collision Chaos (Good Future)
In the 2011 Remaster, a new cycle was created by superimposing the ending and a Reverse Cymbal Effect to create the impression of a smooth loop, while the Origins version has a completely different loop point.
Collision Chaos (Bad Future)
In the 2011 Remaster, a new cycle was created by superimposing the ending and a Reverse Cymbal Effect to create the impression of a smooth loop, while the Origins version has a completely different loop point.
Tidal Tempest (Present)
The 2011 Remaster uses the restored Sega CD Ending and two cuts from Album version, while the Origins version has a completely different track structure.
Tidal Tempest (Good Future)
The 2011 Remaster uses a cut from Album version of the track to simply loop the track, albeit in the Remaster the track starts a little later due to the addition of emptiness, while the Origins version uses the simplified Sega CD version with minor changes.
Tidal Tempest (Bad Future)
The 2011 Remaster uses a cut from Album version of the track, layering the beginning of the tracks over the end to create the impression of a smooth loop, while the Origins version uses the simplified Sega CD version, albeit with an incorrect loop.
Quartz Quadrant (Present)
The 2011 Remaster uses a cut from Album version of the track (except the Vocal Part), while the Origins version uses the simplified Sega CD version, albeit with an incorrect loop.
Quartz Quadrant (Good Future)
The 2011 Remaster uses the simplified version, while the Origins uses the original ending of the track, albeit with a mildly incorrect loop.
Quartz Quadrant (Bad Future)
The 2011 Remaster uses a cut from Album version of the track to simply loop the track, while Origins uses the more simplified the Sega CD version with a new cut, layering the beginning of the tracks over the end to create the impression of a smooth loop.
Wacky Workbench (Present)
The 2011 Remaster uses a cut from Album version of the track, while the Origins version has a slightly different loop point due to being based on the simplified Sega CD loop.
Wacky Workbench (Good Future)
The 2011 Remaster and the Origins version use the simplified Sega CD version, but the Origins version has a slightly different loop point.
Wacky Workbench (Bad Future)
The 2011 Remaster created a new loop cycle to make the theme less repetitious, using the Album version instead of the original Sega CD ending, while the Origins uses the simplified Sega CD version.
Stardust Speedway (Present)
The 2011 Remaster uses the simplified version, while the Origins version uses the original ending of the track and has a different loop point.
Stardust Speedway (Good Future)
In the 2011 Remaster, a new cycle was created by superimposing the ending and beginning of the track with a fragment from the album version. It was based on the longer album version, without using the whole track. The Origins version has a different loop point.
Stardust Speedway (Bad Future)
In the 2011 Remaster, like the Good Future, a new loop cycle was created to make the theme less repetitious, using elements from the Album version before superimposing its ending on the track's beginning. The Origins version has a completely different loop point.
Metallic Madness (Present)
The 2011 Remaster created a new loop cycle, by using a 4 second cycle (1:19-1:23) 3 times, and adding a Reverse Cymbal Effect to end of the track to simply loop the track, while the Origins version has a completely different loop point.
Metallic Madness (Good Future)
The 2011 Remaster created a new loop cycle, by using a 6 second cycle (0:59-1:05) 2 times to simply loop the track, while the Origins version has a completely different loop point.
Metallic Madness (Bad Future)
The 2011 Remaster uses a cut from Album with new loop point, while the Origins version has a different loop point.
Boss Theme
In the 2011 Remaster both tracks are looped without delay, while the Origins version of these themes layers the beginning of the tracks over the end to create the impression of a smooth loop.
Final Boss Theme
Special Stage
The 2011 Remaster uses a cut from the end of the Album Version of the track to loop the track, while the Origins version uses the simplified Sega CD version, albeit with an incorrect loop.
D.A. Garden
The 2011 Remaster created a new loop cycle, while the Origins version has a completely different loop point and is shorter.

Level Changes

Hmmm...
To do:
Make a comparison of levels for the Plus version, because Knuckles was added in this version with new routes.

Unused Content

Unused Graphics

Name Artwork Description
Amy Super Peel-Out SonicCD AmyPeelout.png Sprites for Amy either running at max speed or performing a Super Peel-Out, which she cannot do.
Knuckles "I'm Outta Here" SonicCD AmyKnuxOuttaHere.png Knuckles has equivalents of the sprites Sonic uses when infamously jumping out of the level after three minutes of inactivity. However, this cannot happen due to the Easter Egg being disabled for Anniversary Mode alongside Sonic being the only playable character in Classic Mode.
The sprites for jumping offscreen is used when dropping down the second 3D loop in Palmtree Panic.
Lives and Past Icons SonicCD AmyKnuxCDIcons.png Lives and Past icons specific to Amy and Knuckles in Sonic CD are present. Since it is impossible to access characters other than Sonic in this game's Classic Mode, these can't be seen normally at all.
The equivalent Future icons is used in the game's Boss Rush Mode.
Unused 3D Side Sprites
Sonic / 0.02 Origins / Knuckles & Amy
SonicCD Unused SideRolling.png SonicCD Unused KnucklesSideRolling.png
SonicCD Unused AmySideRolling.png
Sprites for Knuckles and Amy rolling towards and away from the screen. The Sonic variant of these sprites remain unused in the original version of the game, and are not present in Origins.
Hanging Animation SonicCD-KnucklesHanging.png An unused animation for Knuckles. This and most of Knuckles' other unused sprites are taken directly from the 2013 remakes of Sonic 1 and 2.
Transformation sprites SonicCD-KnucklesTransform.png Unused Super transformation sprites for Knuckles. There is no Super Sonic in this game, so there's no Super Knuckles either. Same case as above hanging sprites.
Knuckles Continue sprites SonicCD-UnusedKnucklesContinueSprites.png Unused continue screen sprites for Knuckles. Same case as above hanging sprites.
Air Rotation SonicCD-UnusedKnucklesAirRotation.png Unused sprites for Knuckles rotating in midair. Same case as above hanging sprites.
Jump Button Icons SonicCD-Origins-KnucklesJumpButton.pngSonicCD-Origins-AmyJumpButton.png Knuckles and Amy variations of an unused jump icon, which is not used in Final Version, but present in the development version of the 2011 remaster.

Mobile Leftovers

Name Artwork Description
Lite Icon
SonicCD LiteMobleSprite.png
A "LITE" banner that was used on the title screen of the mobile release's "Lite" version.
Lite Boss Act Icons
SCD-BossAttackMobile-MenuSelectIcon.png

SCD-BossAttackMobile.png
The Quartz Quadrant boss act sprites and its BG icon are present in MenuGfx1_EN.gif. These are left over from the Android Lite version of the game.
Mobile Controls
SonicCD-MobileDPad.gif
The control icons from the mobile version of the game are still present in Global/DPad.gif.
Full Game Tab
SonicCD-LiteLeftover-FullGame.png
This menu sprite served as a download link for the full game in the Lite version. It's located in Global/Pause.gif.

References