Sonic CD (Mixed Music Run) Part 1: Palmtree Panic Zone
It was said by the staff of this game that most of the game's zones are based on the zones of Sonic 1, except more bizarre and surreal in nature and theme. Every time I play this game, I sense a much different aura from it compared to all of the regular Genesis Sonics.
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Palmtree Panic is this to Green Hill. The Present is a tropical landscape with lush flora everywhere, just like the zone it's based on. The music, be it American or Japanese, helps to show how exciting and joyous this zone is.
The Past has a prehistoric feel to it, where it could even have dinosaurs if this was taken to a further logical conclusion.
The Good Future is shiny and gold, where the tropical nature of the zone successfully combines with well-handled technology, living in complete harmony.
The time frame I don't show (and won't be showing for this playthrough) is the Bad Future, which is just like the Good Future, expect the technology Eggman managed to build is harming the flora, polluting the air, and contaminating the water. A tropical hellhole, basically.
For each zone to have a permanent Good Future, Sonic has to go back to the Past of each zone's Act 1 & 2, and find and destroy a large, floating box with electric bars.
If he can do this for both Acts, each of those Acts will be free of enemies, create their Good Futures, and together, Act 3 will be set in the Good Future. Any different combination will keep it a Bad Future. Act 3 never has a Past or Present version.
Optional, but Sonic can also destroy a Metal Sonic hologram in the past. This just makes it safe for the little animal critters to appear throughout the Act.
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There's also the Time Stones. The method to entering their Special Stages is the same method of Sonic 1: Get 50+ rings and jump into a giant ring at the end.
Getting all of the Time Stones doesn't create a "Super Sonic" effect, but instead makes every further zone you go through automatically have a Good Future. Just destroy all of those UFOs before time runs out to get a Time Stone.
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In this Classic Sonic game only, there's a "GOAL" sign near the very end of each Act 1 & 2 to inform you of this very fact if you're still trying to time travel.
If you go pass this sign, the screen will lock from the left, and whatever Time Post (Past or Future) you were channeling at the time (no pun intended) will completely disappear. This means that you'll have to keep moving to the right and finish the Act. Again, be careful with this if you're still working towards a Good Future.
The whole "Time Travel" gimmick is probably the main reason why this game is so beloved, and, when put with most of the gimmicks of other Sonic games, still makes this one be the most well-received gimmick of them all.
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Palmtree Panic's boss is much easier than it looks at a standard approach. You could get and Invincibility at the start of Act 3 and move fast enough to get right behind the boss and take it down from there.
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Here's what you'll hear in this video thanks to my customized bilingual soundtrack:
Title Screen - Japanese
Palmtree Panic Present - American
Palmtree Panic Good Future - Japanese
Speed Up - American
Invincibility - Japanese
Act Clear/Special Stage Clear - American
Special Stage - Japanese
Boss - American
The Past music is written into the game differently and can't be changed at all, so technically all of those themes are permanently Japanese.
I mainly want most of the Japanese music for the zone themes, while the American music is mainly for shorter songs that will show up more often than the zone themes. It's a bit of balance, right? Maybe not.
Despite all of this, the game is its Japanese version, based on the Sega intro and the Ram Data screen.
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